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StarCraft II Balance Update -- November 28, 2017 - Page 4

Forum Index > SC2 General
226 CommentsPost a Reply
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EEk1TwEEk
Profile Joined June 2017
Russian Federation193 Posts
November 30 2017 07:14 GMT
#61
Seems like infestors are unplayable
This man suffers from a bad heart, but I have plenty of medicine.
hiroshOne
Profile Joined October 2015
Poland425 Posts
November 30 2017 07:39 GMT
#62
Bio was ballshit powerful since the beginning of sc2. Most of balance problems were created trying to cpunter bio strengh. BIO ballshit snowballed into more ballshit counters in other races. If they wanted to fix the game they should revert the game to WOL, tone down BIO, balance the game around that and slowly add hots and lotv units.

The Infestor Nerf is too much. It really makes no sence especially nerfing Infested Terrans cast range. If they delete burrow funghal casting, they should revert collision and visibility of burrowed Infestors, and make their model smaller- harder to snipe, less cluncky and shit. Look at HT or ghost and Infestor in the same time...

With TvP obvious problems it's not the Oracle or buffed Stalkers problem. It's the new chronoboost which is too powerfull as a macroboost and too well rounded. As Terran macroboost gives him more mining, Zerg boosts production this Protoss macro boost can do antyhing from boosting production, economy and upgrades. As Special said: when Terran has 1/1 protoss on double forges is on 3/3 with chronoboost. That's ridiculous. In LOTV Zerg's larva inject and Terran Mule were nerfed and they bring back almost HOTS level chrono to protoss.

ShieldBattery nerf is the right move. But still, thye NEED adress chronoboost asap.
Ultima Ratio Regum
Snakestyle1
Profile Joined May 2017
43 Posts
November 30 2017 07:53 GMT
#63
Zerg is not allowed a fun unit. We will a-move hydras and banes and we will like it.
xongnox
Profile Joined November 2011
540 Posts
Last Edited: 2017-11-30 11:13:13
November 30 2017 10:30 GMT
#64
On November 30 2017 16:39 hiroshOne wrote:
Bio was ballshit powerful since the beginning of sc2. Most of balance problems were created trying to cpunter bio strengh. BIO ballshit snowballed into more ballshit counters in other races. If they wanted to fix the game they should revert the game to WOL, tone down BIO, balance the game around that and slowly add hots and lotv units.


That was a long time ago. Since then they buffed everything T1 not-bio (zelot stalkers adepts ravagers hydras banes etc... ) and nerfed bio (marauder 2x attack scales very bad with upgrades), to the point bio is reputed unplayable today by Koreans Terrans.

But it's true bio changed relatively little and nearly everything (P, Z, but also mech) was balanced versus bio (or versus korean terran's bio, to be honest. ) historically. That was a disputable approach, for sure.

But bio today sucks hard, so, do you really want to see no terran/only mech in SC2 ? Is avilo really your taste of SC2 ?

Btw i still think mech, except TvT, rely on gimmicky but strong openings more than anything, so not so viable when people knows openings and how to counter it, then there are such hardcore counters (vipers, immortals, well placed counter-attacks) witch wreck mech.

Buffing bio infrastructure set-up is imo the best way to begin. Because you are not creating a new imba marine, but simply a production a bit less slow and ineffective. Today it's almost ridiculous if you try to 2 bases 3rax +1 bio medivac : Z and P can begin to saturate 3 base while teching as hard as you or more, then in 2 cycles produce an better T1 army (hydra/ling or zelot/stalker blink) before you even go out with medivacs.
Even mech can begin by saturating 3 bases then crush your ass if you do this. Mech early production is way better than bio one today.


MrWayne, ./56 > agree on nearly everything.
Imo mutas are not that bad vs T, but there are just so much better other options (hydras)
Btw with no MSC there are a lot more place to some surprise muta harass in ZvP.
hiroshOne
Profile Joined October 2015
Poland425 Posts
November 30 2017 10:37 GMT
#65
By buffing BIO production rate u make BIO imba. BIO timing attacks will be unstopabble for Zerg as Terran on 3 bases will never stop attack to even let breathe the Zerg. No. It's not a good idea of balancing this matchup. Indeed BIO seems weakened mostly because of widomine nerf. But production? Nope. How often we have seen Terran having more army supply than Zerg especially after larva nerf. Bio is mineral heavy and it synergizes with mules heavily. Faster production of marines/marauders would be too much
Ultima Ratio Regum
xongnox
Profile Joined November 2011
540 Posts
Last Edited: 2017-11-30 11:12:50
November 30 2017 11:10 GMT
#66
On November 30 2017 19:37 hiroshOne wrote:
By buffing BIO production rate u make BIO imba. BIO timing attacks will be unstopabble for Zerg as Terran on 3 bases will never stop attack to even let breathe the Zerg. No. It's not a good idea of balancing this matchup. Indeed BIO seems weakened mostly because of widomine nerf. But production? Nope. How often we have seen Terran having more army supply than Zerg especially after larva nerf. Bio is mineral heavy and it synergizes with mules heavily. Faster production of marines/marauders would be too much


-Bio is mostly weak because shit openings/hydras/gateball (new stalker, chrono'ed blink/charge, etc), the mine nerf is not that important in strait-up fights (more impact in defense and harass)

-I don't propose to speed up bio production rate all game long, but bio production set-up. For example, if we combine shield and stim in one upgrade, we effectively get a stronger Byun's 2 medivacs stim timing... witch is actually unplayed at hight level because weak as fuck. Hydra follow-up simply killed this opening. Even with this build (actually the fastest stim then shield viable build), by time shield is done, upgraded hydras recks you.


-Even with less supply, ling/bane/hydra reck bio atm (this comp is very supply efficient, btw). So the old idea zerg should have way more stuff and eco because inefficient in fight is obsolete imo. (or, more accurately, it's dependent on zerg composition)
Charoisaur
Profile Joined August 2014
Germany16095 Posts
November 30 2017 11:25 GMT
#67
On November 30 2017 20:10 xongnox wrote:
Show nested quote +
On November 30 2017 19:37 hiroshOne wrote:
By buffing BIO production rate u make BIO imba. BIO timing attacks will be unstopabble for Zerg as Terran on 3 bases will never stop attack to even let breathe the Zerg. No. It's not a good idea of balancing this matchup. Indeed BIO seems weakened mostly because of widomine nerf. But production? Nope. How often we have seen Terran having more army supply than Zerg especially after larva nerf. Bio is mineral heavy and it synergizes with mules heavily. Faster production of marines/marauders would be too much


-Bio is mostly weak because shit openings/hydras/gateball (new stalker, chrono'ed blink/charge, etc), the mine nerf is not that important in strait-up fights (more impact in defense and harass)

-I don't propose to speed up bio production rate all game long, but bio production set-up. For example, if we combine shield and stim in one upgrade, we effectively get a stronger Byun's 2 medivacs stim timing... witch is actually unplayed at hight level because weak as fuck. Hydra follow-up simply killed this opening. Even with this build (actually the fastest stim then shield viable build), by time shield is done, upgraded hydras recks you.


-Even with less supply, ling/bane/hydra reck bio atm (this comp is very supply efficient, btw). So the old idea zerg should have way more stuff and eco because inefficient in fight is obsolete imo. (or, more accurately, it's dependent on zerg composition)

The shit openings are caused by the mine nerf, at least in TvP.
Many of the coolest moments in sc2 happen due to worker harassment
kinsky
Profile Joined November 2010
Germany368 Posts
Last Edited: 2017-11-30 12:16:10
November 30 2017 12:15 GMT
#68
On November 30 2017 16:39 hiroshOne wrote:
Bio was ballshit powerful since the beginning of sc2. Most of balance problems were created trying to cpunter bio strengh. BIO ballshit snowballed into more ballshit counters in other races. If they wanted to fix the game they should revert the game to WOL, tone down BIO, balance the game around that and slowly add hots and lotv units.

The Infestor Nerf is too much. It really makes no sence especially nerfing Infested Terrans cast range. If they delete burrow funghal casting, they should revert collision and visibility of burrowed Infestors, and make their model smaller- harder to snipe, less cluncky and shit. Look at HT or ghost and Infestor in the same time...

With TvP obvious problems it's not the Oracle or buffed Stalkers problem. It's the new chronoboost which is too powerfull as a macroboost and too well rounded. As Terran macroboost gives him more mining, Zerg boosts production this Protoss macro boost can do antyhing from boosting production, economy and upgrades. As Special said: when Terran has 1/1 protoss on double forges is on 3/3 with chronoboost. That's ridiculous. In LOTV Zerg's larva inject and Terran Mule were nerfed and they bring back almost HOTS level chrono to protoss.

ShieldBattery nerf is the right move. But still, thye NEED adress chronoboost asap.


What this man says! - regarding chrono i should say.
MrWayne
Profile Joined December 2016
219 Posts
Last Edited: 2017-11-30 12:26:51
November 30 2017 12:19 GMT
#69
On November 30 2017 20:25 Charoisaur wrote:
The shit openings are caused by the mine nerf, at least in TvP.


The mines Nerf in TvP and the Raven changes in TvZ were huge beats for Bio.
I like the new Raven a lot more than the old one but none of the new abilitys help bio in the early/mid game so i don't think a Bio terran will ever build a Raven befor late game.

the best harassment option for TvZ befor 4.0, the Auto-Turret, is no longer in the game and Terran needs to weast more scans to deny creep, which is a lot more important for Bio than for mech, because the raven is to costly to make them only for detection.
I think they need to compensate that issue somehow.
MrWayne
Profile Joined December 2016
219 Posts
Last Edited: 2017-11-30 12:26:41
November 30 2017 12:26 GMT
#70
double
xongnox
Profile Joined November 2011
540 Posts
November 30 2017 13:06 GMT
#71
On November 30 2017 20:25 Charoisaur wrote:
Show nested quote +
On November 30 2017 20:10 xongnox wrote:
On November 30 2017 19:37 hiroshOne wrote:
By buffing BIO production rate u make BIO imba. BIO timing attacks will be unstopabble for Zerg as Terran on 3 bases will never stop attack to even let breathe the Zerg. No. It's not a good idea of balancing this matchup. Indeed BIO seems weakened mostly because of widomine nerf. But production? Nope. How often we have seen Terran having more army supply than Zerg especially after larva nerf. Bio is mineral heavy and it synergizes with mules heavily. Faster production of marines/marauders would be too much


-Bio is mostly weak because shit openings/hydras/gateball (new stalker, chrono'ed blink/charge, etc), the mine nerf is not that important in strait-up fights (more impact in defense and harass)

-I don't propose to speed up bio production rate all game long, but bio production set-up. For example, if we combine shield and stim in one upgrade, we effectively get a stronger Byun's 2 medivacs stim timing... witch is actually unplayed at hight level because weak as fuck. Hydra follow-up simply killed this opening. Even with this build (actually the fastest stim then shield viable build), by time shield is done, upgraded hydras recks you.


-Even with less supply, ling/bane/hydra reck bio atm (this comp is very supply efficient, btw). So the old idea zerg should have way more stuff and eco because inefficient in fight is obsolete imo. (or, more accurately, it's dependent on zerg composition)

The shit openings are caused by the mine nerf, at least in TvP.


Yeah a bit... but standard Zest's PvT blink/robo->3rd can defend old mines just fine, and you still get an unplayable TvP (just saw TY 170 supply got reck hard by Creator's 150 supply gateball, while defending in perfect position ).
Of course speeding up early bio prod will not addresse all the issues in the MU (chrono seems just too good overall, stalker too strong, and chrono'ed upgrades broken ), but it can be a first step.

I would agree with you in general to bring back some decent early game terran harass, but except the mine revert i don't see simple ways to do this. (+1 range on banshee to compensate queens/stalkers ? might be too powerful in TvT... Maybe +1 armor on medivacs ? ... )
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
November 30 2017 14:39 GMT
#72
Blizzard need to let us know the non-notes changes. I see a lot of changes from the widow mine for example, it even seems to have a kind of smart targeting (shoot one at a time).
PinoKotsBeer
Profile Joined February 2014
Netherlands1387 Posts
November 30 2017 14:42 GMT
#73
The mine behaviour is really odd in patch 4+
http://www.twitch.tv/pinokotsbeer
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2017-11-30 17:13:19
November 30 2017 17:11 GMT
#74
On November 30 2017 03:08 Jacenoob wrote:
Show nested quote +
On November 30 2017 02:46 Snakestyle1 wrote:
What im truly concerned about, is strengt of late game skytoss seems to be back to before the big patch but also...


Yeah, that is a big concern with the Infestor nerf. But on the other hand the Oracle and Shield Battery nerf will help Zerg to get into a better economic position in the late game.
.
Show nested quote +
On November 30 2017 02:46 Snakestyle1 wrote:
Also, is it me or roach ravager is completely unviable in both ZvP and ZvT? They seem really bad in those matchup. Whats funny, is that those 2 units are actually the 2 best units in ZvZ..


I am really glad about that. Roach Ravager is the most boring playstyle to watch in ZvP and ZvT, I will not miss it. Everything about that playstyle is boring so as long Blizzard finds a fair balance I am glad it got replaced.


I disagree roach ravager tvz was more interesting than ling bane hydra. Because hydras shut down drops way better than roach ravager the current tvz bio vs lbh gameplay is very passive and boring might as well just play passive and boring mech since opportunities for harassment are so limited right now against map aware zergs. At least roach ravager had difficulty killing air so there was interaction between the Terran and the Zerg.
"when life gives Hero lemons he makes carriers" -Artosis
Marfy
Profile Joined August 2017
4 Posts
November 30 2017 19:35 GMT
#75
I think the Infestor changes are good.
But more Terran buffs? Really?
The Oracle change is good too
Also to whatever Terran is about to Whine at me, look at GSL, SSL, WCS Finals and IEM, Terran is fine git gud
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-11-30 20:06:40
November 30 2017 20:04 GMT
#76
On December 01 2017 04:35 Marfy wrote:
I think the Infestor changes are good.
But more Terran buffs? Really?
The Oracle change is good too
Also to whatever Terran is about to Whine at me, look at GSL, SSL, WCS Finals and IEM, Terran is fine git gud

It's almost like there was a massive design patch that took place after all of those tournaments and completely changed the meta. Nah, who am I kidding. All the races are exactly the same as they were when GSL, SSL, Blizzcon, and IEM took place.

What's a Shield Battery? Some old BW building that nobody ever used?
Denominator of the Universe
TL+ Member
opisska
Profile Blog Joined February 2011
Poland8852 Posts
November 30 2017 20:15 GMT
#77
I am as late to the party as ever, but...

...seriously, mass recall on nexus by default? Patch THAT. A roaming toss army is now 100% untouchable, without anything you could do about it. How does that make any sense?!
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2017-11-30 20:36:18
November 30 2017 20:26 GMT
#78
On December 01 2017 05:15 opisska wrote:
I am as late to the party as ever, but...

...seriously, mass recall on nexus by default? Patch THAT. A roaming toss army is now 100% untouchable, without anything you could do about it. How does that make any sense?!


I think its important for toss to have recall otherwise protoss can be put in a situation were its impossible to move out without initiating a base trade. Protoss without recall is fairly terrible in base trades recall the wol muta meta? So often this leads protoss to deciding that the best choice is to simply not attack ever since they cant risk a base trade and this leads to very static turtly game play where protoss feels like they cant move out until they have an unbeatable army. I think its fair for protoss to have some kind of tool to deal wtih base trades both zerg and terran have decent tools in base trades zerg has the advantage that they generally have more bases and their armies often move really fast between bases, terran can lift production buildings and command centers they also have pfs to slow down armies, protoss can recall Id say its fair right now but removing recall would just create to many base trade or turtle type games for toss. Now if it was not on a global cooldown it might be to good but with the global cooldown I think its a fairly balanced ability.
"when life gives Hero lemons he makes carriers" -Artosis
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-11-30 20:29:45
November 30 2017 20:29 GMT
#79
On December 01 2017 05:15 opisska wrote:
I am as late to the party as ever, but...

...seriously, mass recall on nexus by default? Patch THAT. A roaming toss army is now 100% untouchable, without anything you could do about it. How does that make any sense?!


It's not bad.

It isn't much of a problem at all for Zerg. It takes 4 seconds to recall out, so you lose everything is you try to recall once you get engaged on. It's a bigger problem for Terran since the recall in takes no time, so it can surprise your drops--you do get some warning from the nexus lighting up, but you still have to react quite quickly. They might have to tweak some of the numbers, but the ability itself is completely ok. It's quite nice with basetrades too.
washikie
Profile Joined February 2011
United States752 Posts
November 30 2017 20:39 GMT
#80
On November 30 2017 20:10 xongnox wrote:
Show nested quote +
On November 30 2017 19:37 hiroshOne wrote:
By buffing BIO production rate u make BIO imba. BIO timing attacks will be unstopabble for Zerg as Terran on 3 bases will never stop attack to even let breathe the Zerg. No. It's not a good idea of balancing this matchup. Indeed BIO seems weakened mostly because of widomine nerf. But production? Nope. How often we have seen Terran having more army supply than Zerg especially after larva nerf. Bio is mineral heavy and it synergizes with mules heavily. Faster production of marines/marauders would be too much


-Bio is mostly weak because shit openings/hydras/gateball (new stalker, chrono'ed blink/charge, etc), the mine nerf is not that important in strait-up fights (more impact in defense and harass)

-I don't propose to speed up bio production rate all game long, but bio production set-up. For example, if we combine shield and stim in one upgrade, we effectively get a stronger Byun's 2 medivacs stim timing... witch is actually unplayed at hight level because weak as fuck. Hydra follow-up simply killed this opening. Even with this build (actually the fastest stim then shield viable build), by time shield is done, upgraded hydras recks you.


-Even with less supply, ling/bane/hydra reck bio atm (this comp is very supply efficient, btw). So the old idea zerg should have way more stuff and eco because inefficient in fight is obsolete imo. (or, more accurately, it's dependent on zerg composition)


yeah go figure that if you nerf aggressive bio openings like 16 mairne drop and 3 rax reaper that bio openings become very one dimensional and predictable.
"when life gives Hero lemons he makes carriers" -Artosis
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