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Community Feedback Update - July 12 - Page 5

Forum Index > SC2 General
292 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 13 14 15 Next All
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 13 2017 16:35 GMT
#81
Not sure i understand what they are saying about the SH and mech. Are they worried why the SH is not very effective in Kr or why it's to effective in Eu.

Apart from that it's cool. Would like to see some comments on mech TvP and why are they not even looking to promote it yet.
Head Coach Park: "They should buff tanks!"
NutriaKaiN
Profile Joined June 2016
88 Posts
July 13 2017 17:02 GMT
#82
yeah buff the colossus!
ejozl
Profile Joined October 2010
Denmark3472 Posts
Last Edited: 2017-07-13 17:37:26
July 13 2017 17:33 GMT
#83
I would like to see them experiment with the following:
1) Remove Combat Regeneration from Reaper, compensate with HP pool buff, possibly give it a late game buff in the form of an upgrade which improves the Grenade damage vs Structures.
2) Slightly increase Colossus splash area. This should improve it's role as a counter to mass units.

3 Supply Raven is pretty fair, since Infestors are also 3 supply. Honestly I never understood the logic of increasing supply of a unit to have it not be massed any longer. If it's weakness is big supply cost that means it's strong for it's resource cost or in some other area, which will make the unit balanced around being strong before 200 supply. We never really see 200 supply Ravens, once you have 80 supply (now 120) you're pretty much set.

As for Mech I must say it looks really strong and I'm actually happy to see Swarm Hosts have a role in the game. So I don't know why this is a discussion point.
I think more relevant topics should be: Fix TvT's (Reaper/Cyclone early game, Doom dropping late game.)
Small buffs to Protoss/change in map pool, the race is underperforming on ladder and I would say Terran is slightly overperforming in tournaments.
Also we're seeing a lot of proxy cheeses.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
ihatevideogames
Profile Joined August 2015
570 Posts
July 13 2017 18:07 GMT
#84
So, let me get this right.
They're not nerfing SH because mech is doing fine on the highest level.
They're nerfing Ravens because they're doing too good on ladder.

Welcome back David Kim.
JackONeill
Profile Joined September 2013
861 Posts
July 13 2017 18:37 GMT
#85
On July 14 2017 03:07 ihatevideogames wrote:
So, let me get this right.
They're not nerfing SH because mech is doing fine on the highest level.
They're nerfing Ravens because they're doing too good on ladder.

Welcome back David Kim.


This exactly.

Appart from that, decent ideas overall.

REAPER : The damage reduction from 10 to 5 is absolutely needed if you guys still aren't realising that a grenade bumping enemies like super mario turtle shells has nothing to do in a RTS. The best would be to keep the 10 damage but remove the bump/stun, but if you like having early game reaper play transform the map into a giant trampoline, the damage nerf is the best.
Also reapers need to have utility in other stages of the game. Maybe give it a long upgrade in the tech lab that brings back the attack versus buildings?

RAVEN : the increased cost of the raven isn't a bad idea and mass raven strats can be abusive. However terran mech relies so much on ravens, especially for AA. A supply cost increase may be a strong nerf if the viking's AA and the cyclone's AA still suck so much.

Swarm hosts : especially if you want to nerf the raven, SHs need a slight speed or health nerf and a slight swoop range nerf to be fine against mech :
- 160 armored HP that runs faster than every mech unit but the hellion (or the speedbanshee off creep) is a little much, maybe slow it down or bring its health down a bit
- since SHs don't cost money to be used, T3 transitions are very fast from SH tech. That means mech players need to be able to build thors not to die to an ultra or broodlord transition. However, with the 6 swoop range thors are very bad against SHs. Bring it down to 4 or 5 would allow thors to thin out locust waves slightly better

Colossi : good thinking behind the change, but it may make it a little overwhelming against marines and a little underwhelming against marauders. Maybe 11+3 would be better.
Sogetsu
Profile Joined July 2011
514 Posts
July 13 2017 19:00 GMT
#86
Yay for the Collosus change! I love it, it is even better against Marines and Lings, even against Adepts and Zealots, but weaker against Marauders and anything armored.
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2017-07-13 19:23:49
July 13 2017 19:19 GMT
#87
not sure i see how raven supply nerf is even a major problem for mech. needing 1 more supply each to start adding ravens does nothing to your ability to transition into them, mech is mineral rich and you just add more depots. what it does is prevent terran from going into nothing but 500 ravens and flying around killing bases for energy after the 25 minute mark, assuming a macro mech game reaches that point

whether swarm hosts are too strong against mech is a separate issue relating to midgame balance and has 0 relevance to whether you should be able to win games with mass autoturret and mass point defense drone. as many people have pointed out many times, ravens are a support unit and shouldn't be massable, just like mass infestor was bad when that was a thing
TL+ Member
Exquisite7
Profile Joined June 2016
34 Posts
July 13 2017 19:52 GMT
#88
Guys!!!! I got it! I know how to change Swarm Host to make them fit into this game better. First, think of them for what their role is, a siege unit right? It has long range, it only attacks ground, and is vulnerable to close encounters without their locusts. Now think of the other race's siege units: the disruptor, and the siege tank. Great damage but vulnerable in situations when caught off guard. Neither one of these units would walk up to a pack of roaches face to face and then siege/purification nova. No, of course not! they would want to get in a protected and distant location first. This is the weakness of these units, they cannot fight at close range. Now think about the swarm host, it negates this aspect of what a siege unit is. If units drop on top of the Swarm hosts, swarm hosts cannot just spawn locust and run. Only when they don't have locust ready are they vulnerable. The way /blizzard can change this is to make the eggs that the locusts pop out of take damage and any damage that they have taken would carry over to the locust form. This would make it so that zerg players have to be a bit smarter about WHEN to pop locusts, instead of always being able to do it with little consequences. It means if you catch the locusts off guard, then they will really need other units to support instead of being to pop locusts and instantly run to safety.

Let me know what you guys think, /i think this subtle change is nice because it still keeps the core design of the swarm host which is interesting and unique.
Jj_82
Profile Joined December 2012
Swaziland419 Posts
Last Edited: 2017-07-13 21:17:01
July 13 2017 21:13 GMT
#89
Poor Terran. Also: Thanks ByuN!
Edit: And what about Mech vs Protoss?
Once rode a waterslide with PartinG and TaeJa ✌
Psychobabas
Profile Blog Joined March 2006
2531 Posts
July 13 2017 21:20 GMT
#90
Nerf Terran even more? Oo
[PkF] Wire
Profile Joined March 2013
France24238 Posts
July 13 2017 21:20 GMT
#91
On July 13 2017 21:35 Asturas wrote:
o.O I really don't like Reaper unit, but this nerf is serious! I mean, is anyone going to use it ever again after it?

yeah because it provides such valuable scouting intel, which is what the unit should be for. Honestly I'd like them to remove that damn grenade entirely. It has zero use lategame and just makes early game very snowbally. Without them TvT could become a lot more stable and TvZ would be more interesting.
MrWayne
Profile Joined December 2016
219 Posts
Last Edited: 2017-07-13 21:29:02
July 13 2017 21:27 GMT
#92
The way /blizzard can change this is to make the eggs that the locusts pop out of take damage and any damage that they have taken would carry over to the locust form.


Thx, this is actually the most creatif idea i´ve ever heared for the swarm host
for me and i think the majority of people, the problem about swarm host is that they supposed to be a siege unit but the normal counterplay for siege units didn´t work for swarm hosts because they are to tanky/cheap/fast.
I don´t think the swarm host is an OP unit or "free units" are per se OP or don´t belong to a RTS game but the current SH don´t encourage the mech player to be active on the map because he can´t catch the SH, the only thing he can do is waiting for a bad locus wave and do a timing push.
MrWayne
Profile Joined December 2016
219 Posts
Last Edited: 2017-07-13 22:25:17
July 13 2017 22:20 GMT
#93
@topic

I like all the changes blizz mention. I would go with the cost increase for the reaper.

also the problem with the raven is not solved with the supply increase. I would love to hear what role the raven supposed to fit when blizz desinged the unit. For me the raven was always a support unit(especially for mech) like the science vessel was in BW but in reality it isn´t.
right now the raven has nearly no synergy effects with other units.

PDD is an ok spell, it can help you in air fights and vs hydras or stalker, this is not the reason we see mass ravens.

Auto-Turrets are allready an issue, ravens can easily throw a turret and escape afterwards. the range should be reduced so offensiv turrets become way more dangerous and defensive turrets are still valuable.

Seeker Missile: I don´t get this spell. What is the fun about picking out units slowly but without any risk?!(btw Abduct is awful and should be removed as well for the same reason) it should be replaced by a spell that help your other units in engagements like blinding cloud, EMP, stasis, dark swarm or fungal do.
WellCrap
Profile Joined July 2012
Sweden122 Posts
July 13 2017 22:52 GMT
#94
I had an idea where reapers regen worked like Tranquil Boots, if you shoot stuff the/take damage you stop reset the regen.
G9x-MiCo
MrWayne
Profile Joined December 2016
219 Posts
July 13 2017 22:57 GMT
#95
Dota comparison?! get outa here!
armazingerz1
Profile Joined April 2016
6 Posts
July 14 2017 00:27 GMT
#96
Reaper, I think the latest option is the best, because any change will also impact in the ladder, and maybe that one will be the lesser one.

Regarding the colossus, I completely agree, Protoss splash damage should be specialiced, right now it doesn't feel different enough. That Colossus fix feels good.
ThunderJunk
Profile Joined December 2015
United States724 Posts
July 14 2017 02:44 GMT
#97
What about the lurker?

Can we make it a Zerg viable lategame ZvP, maybe ZvT unit?

An upgrade that prevents air units from damaging it.
I am free because I know that I alone am morally responsible for everything I do.
Ryu3600
Profile Joined January 2016
Canada469 Posts
July 14 2017 03:07 GMT
#98
On July 14 2017 11:44 ThunderJunk wrote:
What about the lurker?

Can we make it a Zerg viable lategame ZvP, maybe ZvT unit?

An upgrade that prevents air units from damaging it.


What? what what what?!? an upgrade that prevents air from damaging a zerg siege tank..? Im biased but lol that is way too powerful.. its not a bad unit either but its role in ZvT is really good imo, like Hydra lurker doom drops that control the main base ramp is really powerful if you can deny liberators.
Maru is the best Terran ever.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
July 14 2017 04:09 GMT
#99
Triple Reaper nerf is way too much. They aren't that OP to need that many nerfs.

One at a time Blizzard, one at a time.
jpg06051992
Profile Joined July 2015
United States580 Posts
July 14 2017 05:04 GMT
#100
"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."

This is the change that should go through imo, make them more of an investment, harder to mass. Don't cut their balls off, they are finally a strong unit that has some type of use past mere scouting, but they should absolutely be harder to mass for how strong they are.
"SO MANY BANELINGS!"
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