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LotV Balance Update and Request For Feedback - Page 4

Forum Index > SC2 General
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gab12
Profile Joined June 2016
Poland147 Posts
August 05 2017 09:21 GMT
#61
Blizz please do something about mech, i write nearly under every balance update xd here are some of my propositions:

-Cyclone: if you dont want to give it normal anti air attack, so for example mech vs toss can move out on the map before haveing 5 thors due to phoenix, then decrease lock on duration time from 14 seconds to 7 or 8 so actually damage done by cyclone is visible, with this change every shot against air from cyclone would do 16 damage instead of 8.

-Nerf this swarmhost unit finally, incease it cost and supply by 1 or just reduce their fighting potential to be mostly only harass option.

In my opinion also reason why we see mech so rarely , its due to fact that bio is just better in almost every respect:
Playing bio:
cheap units, fast build time, not gas intensive, huge firepower, good mobility.
Mech is just worse in almost every way, i would also start nerfing bio,for example reduce marauder life to smth like 85, decearse stimpack bonus a bit like - 20/30 % of movement speed and attack speed.Reduce the time that medivac can move on boost.
I think those changes to bio wouldnt shut down bio completly, u could still play it but you would have reason to play mech.
Also really good change is moveing viking to factory in ground mode and adding upgrade to tech lab factory which requiers armory that both hellion and viking can transform ( if its too big of a nerf to hellbat push then only make vikings capable of transforming ). Also nerf advanced ballistics a bit.

Protoss:
Here in my opinion its cool idea to make warp prism able to warp units only with late game tech like u need robo bay and its expensive and takes long time to make, so early mid game its just normal transport, instead of warping 7 adepts in ur face. Nerf adepts still in my opinion, like the idea of adept loosing half or all shields upon teleport so its good fighting unit ,but shadeing on top of for example T bio would be a bit more suicidable. Increase carrier interceptor cost maby to 20 minerals, Or if not then increase supply by 1 or 2 on carrier, tempest, broodlord, battlecruiser.

Zerg:
In my opinion playing zergling/baneling/hydralisk started to be a problem, great to see hydra, but pvz can be one tactic everygame by zerg. I would decrease corruptor vomit on buildings attacks, I would also nerf corrosive bile damage to smth like 50 or 45.

What do you guys think about those ideas???
franzji
Profile Joined September 2013
United States583 Posts
August 05 2017 14:40 GMT
#62
The game is pretty balanced with viable unit compositions now, and I'm glad there is still discussion going on, especially about the role of the stalker in the game.

The other night I was thinking about how the stalker became the worst protoss unit in lotv.

Barely, pretty much never seen in PvZ anymore with ling/bane/hydra destroying it.
Barely seen in PvP anymore after the first 3 minutes because zealots, immortals, and archons more importantly are way better.
And only seen as a meat shield in PvT, and performs very poorly past midgame.

With protoss winrates on aligulac being 45% and at many times less than that for a whole year (give or take a single month), I think it's a good unit to look at to get a buff.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
August 05 2017 14:49 GMT
#63
Yeah Cyclone antiair is piss poor. Something needs to change here.

Swarm-hosts should be #1 priority to change. The speed and cost are its main issues.

I honestly think disruptor is a fucking shit unit. Especially in PvZ.
jpg06051992
Profile Joined July 2015
United States580 Posts
Last Edited: 2017-08-05 17:04:35
August 05 2017 16:57 GMT
#64
On August 05 2017 23:49 Psychobabas wrote:
Yeah Cyclone antiair is piss poor. Something needs to change here.

Swarm-hosts should be #1 priority to change. The speed and cost are its main issues.

I honestly think disruptor is a fucking shit unit. Especially in PvZ.


Both this post and the post directly above it are true, Swarm Hosts are way too cheap for how much they stifle mech but at the same time, if there is no way for the Zerg to put pressure on a turtle mech Terran then style becomes incredibly strong and usually results in very long, stalemate games where the Terran takes a big lead into the mega late game with mass Ravens. The only thing that the Swarm Host needs is a increase in cost so they aren't so easy to mass but that's it, it must remain strong. At least in the game I saw, Banshee was an extremely strong and appropriate response to mass Swarm Host camping outside of the base, and then the Banshees proceeded to do tremendous damage after the Hosts were gone anyways.

The Disruptor however is a failed unit in my opinion, needs a pretty big overhaul and to be perfectly honesty, Protoss armies don't need anymore instant killing splash damage. Between Storms and buffed Colossus, I never see a pro game where a late game Protoss army is in need of extra splash, it's just not something that Protoss armies generally lack. I'd like to see Carriers nerfed, Void Rays nerfed vs. armored (why do they still instant melt Corruptors? It's just a stupid unit interaction, how many times must the balance team be shown that gross hard counters aren't good for the game?) in exchange for Stalkers doing + 2 to light units so they can fight Zerglings, Hydralisks, Mutalisks, and Marines a bit more effectively (i.e. toning down the hard counter effect that is removing the Stalker from the game at the moment).

So yes, tldr, Protoss end game sky armies need to be nerfed (a move, super uninteresting unit interaction alot of the time) in exchange for a greatly enhanced Stalker, this will shift the power of Protoss away from turtling and back into being more aggressive with low numbers of high tech units, you know, like how the race is actually supposed to function.

Also would not mind a mild Sentry redesign into something like this to make it a stronger, sturdier front line engagement unit, currently it's a pitiful, fragile little force field orb that pretty much function for nothing else when it could function more as a, "protoss medic" of sorts.

Sentry
- Remove Force Field and replace with Plasma Surge (grants 0.75 shield for every 1 point of energy the Sentry has
instantly)
- Guardian Shield now only removes 1 point of damage from ranged attack but grants a 15% movement speed buff (this will increase Gateway armies early to mid game mobility)
- Buff it's little laser beam
"SO MANY BANELINGS!"
JimmyJRaynor
Profile Blog Joined April 2010
Canada17792 Posts
Last Edited: 2017-08-05 17:08:12
August 05 2017 17:06 GMT
#65
On August 05 2017 18:21 gab12 wrote:
What do you guys think about those ideas???

the game is in a great place. all 6 matchups are in good to great shape.. if they don't want to overhaul the Reaper just leave everything as is. i think there is slightly too much air play by Terran, but trying to tune air/ground balance of power to my personal subjective tastes could fuck up the whole game.. .so just leave Terran alone.

TY's aggressive Mech against Scarlett was sweet.


Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
August 05 2017 18:08 GMT
#66
That's strange I was expecting an avilo post, but I don't see one.
reneg
Profile Joined September 2010
United States859 Posts
August 06 2017 04:22 GMT
#67
On August 06 2017 02:06 JimmyJRaynor wrote:
Show nested quote +
On August 05 2017 18:21 gab12 wrote:
What do you guys think about those ideas???

the game is in a great place. all 6 matchups are in good to great shape.. if they don't want to overhaul the Reaper just leave everything as is. i think there is slightly too much air play by Terran, but trying to tune air/ground balance of power to my personal subjective tastes could fuck up the whole game.. .so just leave Terran alone.

TY's aggressive Mech against Scarlett was sweet.




I definitely agree for the most part.

I'm in favor of the reaper change, but don't really know where else the reaper might fit into a late game army (or even if it *should* fit into a late game army).

I do agree on the air play, though, I feel like there could be some slight tweaks here and there to make air less of a "just do this" strat, since it has all of the advantages of a ground army, except that it can just ignore terrain.

I, also, for one, would like it if they brought back the BW mechanic of shots going up-hill have a chance to miss. But that's just me...
moose...indian
insitelol
Profile Joined August 2012
845 Posts
August 12 2017 21:42 GMT
#68
Instead of changing colosi,

change hydra damage from 12 to 10+2 vs armored.

So zealots and archons will have a much better time vs zerg. Hydra bane is too good overall. This comp has no drawbacks and is used in 95% of pvzs.
Less is more.
xTJx
Profile Joined May 2014
Brazil419 Posts
August 12 2017 22:38 GMT
#69
On August 06 2017 01:57 jpg06051992 wrote:
Show nested quote +
On August 05 2017 23:49 Psychobabas wrote:
Yeah Cyclone antiair is piss poor. Something needs to change here.

Swarm-hosts should be #1 priority to change. The speed and cost are its main issues.

I honestly think disruptor is a fucking shit unit. Especially in PvZ.


Both this post and the post directly above it are true, Swarm Hosts are way too cheap for how much they stifle mech but at the same time, if there is no way for the Zerg to put pressure on a turtle mech Terran then style becomes incredibly strong and usually results in very long, stalemate games where the Terran takes a big lead into the mega late game with mass Ravens. (...)


Agreed. Zerg can't do anything against mech but sit there defending helion runbys until hive tech. Who the hell thinks that's good for the game?
No prejudices, i hate everyone equally.
xTJx
Profile Joined May 2014
Brazil419 Posts
August 12 2017 22:41 GMT
#70
On August 05 2017 18:21 gab12 wrote:
Blizz please do something about mech, i write nearly under every balance update xd here are some of my propositions:

-Cyclone: if you dont want to give it normal anti air attack, so for example mech vs toss can move out on the map before haveing 5 thors due to phoenix, then decrease lock on duration time from 14 seconds to 7 or 8 so actually damage done by cyclone is visible, with this change every shot against air from cyclone would do 16 damage instead of 8.

-Nerf this swarmhost unit finally, incease it cost and supply by 1 or just reduce their fighting potential to be mostly only harass option.

In my opinion also reason why we see mech so rarely , its due to fact that bio is just better in almost every respect:
Playing bio:
cheap units, fast build time, not gas intensive, huge firepower, good mobility.
Mech is just worse in almost every way, i would also start nerfing bio,for example reduce marauder life to smth like 85, decearse stimpack bonus a bit like - 20/30 % of movement speed and attack speed.Reduce the time that medivac can move on boost.
I think those changes to bio wouldnt shut down bio completly, u could still play it but you would have reason to play mech.
Also really good change is moveing viking to factory in ground mode and adding upgrade to tech lab factory which requiers armory that both hellion and viking can transform ( if its too big of a nerf to hellbat push then only make vikings capable of transforming ). Also nerf advanced ballistics a bit.

Protoss:
Here in my opinion its cool idea to make warp prism able to warp units only with late game tech like u need robo bay and its expensive and takes long time to make, so early mid game its just normal transport, instead of warping 7 adepts in ur face. Nerf adepts still in my opinion, like the idea of adept loosing half or all shields upon teleport so its good fighting unit ,but shadeing on top of for example T bio would be a bit more suicidable. Increase carrier interceptor cost maby to 20 minerals, Or if not then increase supply by 1 or 2 on carrier, tempest, broodlord, battlecruiser.

Zerg:
In my opinion playing zergling/baneling/hydralisk started to be a problem, great to see hydra, but pvz can be one tactic everygame by zerg. I would decrease corruptor vomit on buildings attacks, I would also nerf corrosive bile damage to smth like 50 or 45.

What do you guys think about those ideas???


I think those changes would make the game utterly boring and turtle.
No prejudices, i hate everyone equally.
xTJx
Profile Joined May 2014
Brazil419 Posts
August 12 2017 22:45 GMT
#71
On August 13 2017 06:42 insitelol wrote:
Instead of changing colosi,

change hydra damage from 12 to 10+2 vs armored.

So zealots and archons will have a much better time vs zerg. Hydra bane is too good overall. This comp has no drawbacks and is used in 95% of pvzs.


Storm?
No prejudices, i hate everyone equally.
bulya
Profile Joined February 2016
Israel386 Posts
August 13 2017 00:03 GMT
#72
Why would you nerf a unit the zerg so relies on in ZvP. Yes, we can play ZvT without hydras, but ZvP with nerfed hydras will make it way harder against stargate openers.

Storm is a good answer to hydras.

I saw several PvZs played today with the best EU zergs vs ShowTime (ShowTime won all apart for Serral), some were hydra ling bane, other were swarm hosts ling bane, and many included lurkers with banes as only a defensive tool against chargelots. There was a game with mutas and corrupors. So ZvP isn't all about hydras.

In PvZ the protoss have the first choice of tech (twilight or stargate these days). Hydras are the answer to one of those, and viable vs the other. But there are different reactions to twilight. Not necessary hydras.
Meepman
Profile Joined December 2009
Canada610 Posts
August 13 2017 02:32 GMT
#73
On August 06 2017 03:08 Dangermousecatdog wrote:
That's strange I was expecting an avilo post, but I don't see one.


he's actually chill now since his ban
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