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StarCraft II Balance Update -- November 28, 2017 - Page 3

Forum Index > SC2 General
226 CommentsPost a Reply
Prev 1 2 3 4 5 10 11 12 Next All
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-11-29 20:26:09
November 29 2017 20:23 GMT
#41
After this patch, I would say Zerg and Terran are in a more-or-less reasonable spot. Protoss though, with the buffs to Chrono and Stalkers, plus the indirect Skytoss buff (Infestors) and the lategame multiple recalls, and the lategame massing of Shield Batteries, seems the strongest race. Feels like HotS again, where Protoss had a slight but undeniable advantage over the other two races.

Hell, even Colossus deathballs are back. HotS all over again.
Denominator of the Universe
TL+ Member
Ravomat
Profile Joined September 2010
Germany422 Posts
November 29 2017 20:48 GMT
#42
Since when do they use fractions of a second?
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
November 29 2017 20:55 GMT
#43
On November 30 2017 05:23 pvsnp wrote:
After this patch, I would say Zerg and Terran are in a more-or-less reasonable spot. Protoss though, with the buffs to Chrono and Stalkers, plus the indirect Skytoss buff (Infestors) and the lategame multiple recalls, and the lategame massing of Shield Batteries, seems the strongest race. Feels like HotS again, where Protoss had a slight but undeniable advantage over the other two races.

Hell, even Colossus deathballs are back. HotS all over again.



Perhaps a reasonable change at this point would be to increase difficulty of mechanics then for Massive Units.

Still diamond
jpg06051992
Profile Joined July 2015
United States580 Posts
November 29 2017 21:07 GMT
#44
On November 30 2017 05:23 pvsnp wrote:
After this patch, I would say Zerg and Terran are in a more-or-less reasonable spot. Protoss though, with the buffs to Chrono and Stalkers, plus the indirect Skytoss buff (Infestors) and the lategame multiple recalls, and the lategame massing of Shield Batteries, seems the strongest race. Feels like HotS again, where Protoss had a slight but undeniable advantage over the other two races.

Hell, even Colossus deathballs are back. HotS all over again.


To this post, Vipers still wreck the shit out of Colossus death balls just as hard as they did in HOTS
"SO MANY BANELINGS!"
Ej_
Profile Blog Joined January 2013
47656 Posts
November 29 2017 21:25 GMT
#45
On November 30 2017 06:07 jpg06051992 wrote:
Show nested quote +
On November 30 2017 05:23 pvsnp wrote:
After this patch, I would say Zerg and Terran are in a more-or-less reasonable spot. Protoss though, with the buffs to Chrono and Stalkers, plus the indirect Skytoss buff (Infestors) and the lategame multiple recalls, and the lategame massing of Shield Batteries, seems the strongest race. Feels like HotS again, where Protoss had a slight but undeniable advantage over the other two races.

Hell, even Colossus deathballs are back. HotS all over again.


To this post, Vipers still wreck the shit out of Colossus death balls just as hard as they did in HOTS

the F key still wrecks the shit out of vipers
"Technically the dictionary has zero authority on the meaning or words" - Rodya
JimmyJRaynor
Profile Blog Joined April 2010
Canada17672 Posts
November 29 2017 21:47 GMT
#46
On November 29 2017 23:04 JackONeill wrote:
Overall the mine should either reverted back but made unable to target workers, or be revealed when reloading and have its impact damage lowered but only cost 1 supply, 50/25 and be faster to produce.

making the mine reveal itself when it reloads its weapon is a great compromise. i like that idea. that's a great idea.
and then the mine can be used as a mine.. as u phrase it.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Rollora
Profile Joined February 2012
2450 Posts
November 29 2017 22:20 GMT
#47
Remove blinking DTs and I will install it again
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 29 2017 22:25 GMT
#48
On November 30 2017 07:20 Rollora wrote:
Remove blinking DTs and I will install it again


Why not wait for Blizzard to remove Neosteel Frame before re-installing? It would make as much sense.
Rollora
Profile Joined February 2012
2450 Posts
Last Edited: 2017-11-29 22:50:33
November 29 2017 22:42 GMT
#49
On November 30 2017 07:25 ZigguratOfUr wrote:
Show nested quote +
On November 30 2017 07:20 Rollora wrote:
Remove blinking DTs and I will install it again


Why not wait for Blizzard to remove Neosteel Frame before re-installing? It would make as much sense.

wouldnt care about it. one thing was in the game since the start the other was added and ,ade it even more volatile
and since they removed recently introduced features, the chance for removing them is higher.

Did you actually have a look at the changes. There are three races in this game, 2 of them only received nerfs, one received only buffs. What does that tell you about balance this far? So I guess, the only thing blizzard is going to change when it comes to Neosteel Frame is the bunker build time :D (and maybe cut the upgrade costs )

ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 29 2017 22:47 GMT
#50
On November 30 2017 07:42 Rollora wrote:
Show nested quote +
On November 30 2017 07:25 ZigguratOfUr wrote:
On November 30 2017 07:20 Rollora wrote:
Remove blinking DTs and I will install it again


Why not wait for Blizzard to remove Neosteel Frame before re-installing? It would make as much sense.

wouldnt care about it. one thing was in the game since the start the other was added and ,ade it even more volatile
and since they removed recently introduced features, the chance for removing them is higher


"Blink DTs make the game more volatile"

Are you serious? Most people barely remember that they're in the game. Not exactly a hill I'd choose to die on.
Rollora
Profile Joined February 2012
2450 Posts
November 29 2017 22:51 GMT
#51
On November 30 2017 07:47 ZigguratOfUr wrote:
Show nested quote +
On November 30 2017 07:42 Rollora wrote:
On November 30 2017 07:25 ZigguratOfUr wrote:
On November 30 2017 07:20 Rollora wrote:
Remove blinking DTs and I will install it again


Why not wait for Blizzard to remove Neosteel Frame before re-installing? It would make as much sense.

wouldnt care about it. one thing was in the game since the start the other was added and ,ade it even more volatile
and since they removed recently introduced features, the chance for removing them is higher


"Blink DTs make the game more volatile"

Are you serious? Most people barely remember that they're in the game. Not exactly a hill I'd choose to die on.

Well then its ez to patch out, right?
Enough one trick ponys around who know their share about (blink) dts
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-11-29 22:57:51
November 29 2017 22:57 GMT
#52
On November 30 2017 07:20 Rollora wrote:
Remove blinking DTs and I will install it again

Wtf?

Of all the bullshit Protoss has, you pick blink DTs to complain about? Not chrono or shield batteries, not the return of deathballs, not even Skytoss. Instead, blink DTs.

You've got some strange priorities there.
Denominator of the Universe
TL+ Member
SHODAN
Profile Joined November 2011
United Kingdom1159 Posts
Last Edited: 2017-11-29 23:05:04
November 29 2017 23:00 GMT
#53
On November 29 2017 23:04 JackONeill wrote:

- it's too unreliable and lacks micro potential to be an anti ground damage dealer


+1

glad other terrans are talking about this!

there is no difference in skill between a pro KR terran killing a zealot with tornado blaster cyclone vs a plat league terran killing a zealot with tornado blaster cyclone.

lock-on kiting was the coolest micro mechanic in the game.

1) remove tornado blasters
2) reinstate ground-to-ground lock-on + ground-to-air autocast w/ spell damage
3) revert the movement speed nerf
4) revert the health buff
5) keep the supply at 3
6) no techlab limitation
7) reduce the cost to 125/75 and proportionally reduce ground-to-ground lock-on damage to match the cost (e.g. -20% damage, 320 damage over 14 seconds)
8) charon boosters: increases lock-on activation range for the ground-to-air weapon by 3 (activation range, not missile range)
9) reinstate the smaller model size
krlwlzn
Profile Joined July 2016
118 Posts
November 29 2017 23:05 GMT
#54
On November 29 2017 23:53 ReachTheSky wrote:
Finally, a real infestor nerf after 6-7 years, that shit was ridiculous.


Oh, you seem to have forgotten that the WoL infestor had insta cast on fungal and upgrades benefited infested terran. Both those things were nerfed for HotS. I think we can all agree that the infestor wasn't the issue in heart of the swarm- swarm hosts were.
Tyrhanius
Profile Joined April 2011
France947 Posts
Last Edited: 2017-11-30 00:30:13
November 30 2017 00:29 GMT
#55
In depth strategic guide for Zerg now :

Build lings banelings hydras
Optionnal : add lurkers or vipers.
All-in.

Tips : don't build other units, if it's not ZvZ.
MrWayne
Profile Joined December 2016
219 Posts
Last Edited: 2017-11-30 00:59:12
November 30 2017 00:30 GMT
#56
On November 30 2017 03:51 xongnox wrote:
I am the only terran a bit bored with Blizzard's way to buff terran ? ie each time they only buff mech (units). Bio has died, everyone play mech, and they buff mech...
A suggestion : make bio great again. Begin with bringing back the old maraudeur.

Maybe fast up bio opening : in today SC2 tempo, bio is soooo long to produce, stim/shield/+1/add-ons and 3 rax and medivacs, bio utterly sux at beginning (ie before these ups). Everything was accelerated in SC2, except bio production set-up. Anayway the main force of mech today is on openings, they are so much better than bio-ones, with more pressures and less downtime (bio transitioning after 1/11)


I think your analysis is pretty much correct, one of the main reasons bio is so bad in TvP and TvZ at the moment is the lack of good openings.

I have some changes in mind which will make Bio stronger.
1) bring back the old maraudeur:
This will help a lot in TvZ lategame and vs Stalkers.

2) make Cloak an Upgrade again and let the Ghost start with 75 energie:
I think it's better to have a faster answer to High Templars than a Cheese build vs Zerg and Terran.

3) revert the widow mine change and give the mine a blinking light while reloading(remove Drilling Claws):
After 2/3 of the reloading is done the light will begin to blink faster and 2 sec befor reloading is done it will shine.
the mine will be still dangerouse without detection but it will be easier to spot the mine and to prepare for the secound shot by simply looking at the mine.
Also blizz should remove Drilling Claws, minedrops become way to powerfull with this upgrade.

4) Queen AA nerve:
with no Auto-Turret harassment and the slight minedrop nerf a Queen anti air nerf is justified but i don't know what a good change would be. Nerfing the range by 1 can cause problems with liberators and a DPS nerf seems also difficult but the queen's AA is the main reason marine drop openings became so bad.

5) bring the muta back(at least in ZvT):
5.1) someone on reddit brought this up. Change the muta cost to 75min/100gas and the Spire cost to 100min/200gas.
with this change, fast muta play won't hit the Zerg economy as hard as it used to do.
5.2) nerf the Thor's Javelin Missile radius from 0.6 to 0.5. This radius buff was probably the deathstroke for mutas in ZvT back when LBH was still niche.

6) change Chrono Boost from 100% for 10sec to 50% for 20sec:
I already wrote that in the last Thread and i still think that would be the best solution.

Edit: I forgot one
7) nerf Hydra health to 85:
I think with the 4.0 Lurker buff and the proposed muta buff, this change can be justified.
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2017-11-30 03:26:06
November 30 2017 03:23 GMT
#57
I love this patch. Still no MSC and Chrono and Stalkers untouched. Protoss is again funny to play (tech switches, good scaling unit and no heroic unit on a RTS). I prefer they nerf blink than stirring the damage of the unit.
Dabble
Profile Joined February 2016
39 Posts
November 30 2017 04:27 GMT
#58
On November 30 2017 00:48 Snarosc wrote:
Show nested quote +
On November 30 2017 00:20 Jacenoob wrote:
It wasn't Terran whining, Terran was clearly underpowered so these changes seem reasonable. I am sure this will make tournaments more enjoyable to watch because it was really annoying to just always see the Terran lose in recent tournaments.


Of course it was Terran whining, what else was it ?

Terran was "clearly underpowered" ? Based on what ? Statistics ? We didn't have any tournaments in the last 2 weeks, because YES, the patch has just been live for 2 weeks.


I haven't even played this patch or previous and I can tell you why you're wrong. The buffs to Zerg and Protoss vision and detection make it easier for Zerg and Protoss to micro (more hotkeys available) and harder for Terran to drop (more vision for Zerg and Protoss), forcing Terran to play to the midgame without dealing as much early damage and also forcing them to take more frontal engagements where Zerg and Protoss are stronger. This is dead obvious are you serious it's soooo obvious
Boggyb
Profile Joined January 2017
2855 Posts
Last Edited: 2017-11-30 04:49:44
November 30 2017 04:49 GMT
#59
On November 30 2017 13:27 Dabble wrote:
Show nested quote +
On November 30 2017 00:48 Snarosc wrote:
On November 30 2017 00:20 Jacenoob wrote:
It wasn't Terran whining, Terran was clearly underpowered so these changes seem reasonable. I am sure this will make tournaments more enjoyable to watch because it was really annoying to just always see the Terran lose in recent tournaments.


Of course it was Terran whining, what else was it ?

Terran was "clearly underpowered" ? Based on what ? Statistics ? We didn't have any tournaments in the last 2 weeks, because YES, the patch has just been live for 2 weeks.


I haven't even played this patch or previous and I can tell you why you're wrong. The buffs to Zerg and Protoss vision and detection make it easier for Zerg and Protoss to micro (more hotkeys available) and harder for Terran to drop (more vision for Zerg and Protoss), forcing Terran to play to the midgame without dealing as much early damage and also forcing them to take more frontal engagements where Zerg and Protoss are stronger. This is dead obvious are you serious it's soooo obvious

Neither Zerg nor Protoss spam out Observers or Overseers in the early game, and if you run into someone who does, you should be happy because while they'll see your drop coming, they won't have anything to defend it.
Togekiss
Profile Joined January 2013
Canada154 Posts
November 30 2017 04:52 GMT
#60
I will say this much. It saddens me when I tune into a pro Korean Terran's stream, only to see Mech TvZ every game, or mass Cyclone vs mass Cyclone in TvT.

I agree with a previous poster who said we need to make Bio great again!
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