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In recent weeks, we've been discussing potential changes to make after the recent major design overhaul to the game. Today, we are implementing a balance update in all regions to put the following changes into effect. Thank you for all your feedback in helping us develop these updates. We will continue to monitor the game after these changes are in effect, and welcome your feedback.
Zerg
- Infestors
- Can no longer cast Fungal Growth while burrowed.
- Fungal Growth radius reduced from 2.5 to 2.25.
- Infested Terran cast range reduced from 9 to 7.
- Overlord and Corruptors will respond more quickly to morph commands.
Protoss
- Oracle
- Pulsar Beam
- Damage reduced from 15 (+10 Light) to 15 (+7 Light).
- Pulsar Beam damage type changed from normal to spell damage.
- Increase build time from 26.4 to 30.7 seconds.
- Shield Battery cost increased from 75 Minerals to 100 Minerals.
Terran
- Ghost's Steady Targeting will return 100% energy when interrupted.
- Smart Servos cost reduced from 150 Minerals / 150 Vespene Gas to 100/100.
- Rapid Fire Launchers cost reduced from 150/150 to 75/75.
- Ghost cost changed from 200/100 to 150/125.
- Drilling Claws cost reduced from 150/150 to 75/75.
If you're interested in the StarCraft II Balance Team's reasoning behind each our changes, take a look through some of the recent Community Feedback Updates for more information!
As always, we appreciate all the feedback we’ve received from the community. Your feedback and playtesting helped shape this update, and we hope you’ll continue to participate in future balance discussions. Until next time, we hope you enjoy these changes!
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Lol they could just remove infestor completely from the game. At least remove the upgrade requirement for the neural for god sake.
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This is the most enjoyable sc2 has been for me since LotV released. I play random and every race has many different styles open to them. Loving this patch - the balance for me is spot on.
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About the ghost
Really love the ghost cost change. It's a pivotal change for ghost viability.
It seems that opening ghosts for mech play can be awesome too. Early hellbat/medivacs/ghosts pushes with ghosts sniping queens can deal a lot of damage (even if the zerg built 4-5 roaches since the snipe will oneshot them).
Also, ghosts are actually extraordinary to defend early game TvP agression. Oracles and phenixes are very suceptible to EMP. DTs can also be EMPed if you didn't get turrets in time. Sentry cheeses forcefielding bunkers can be countered, and blink allins or immortal allins can be threatened by a center-mass EMP.
Playing mech I feel like building 3 to 5 ghosts early game TvP and coupling them with hellion play in TvZ before transitionning into heavy mech production could do wonders.
About the mine
Making drilling claws cheaper is the wrong move since mines won't be reliable until you get the upgrade. It'll just make "carpet bombing a mineral line with drilling claws mines from a boosted medivac" easier.
I hate the reveal on the mine since it makes the mine un-usable as a MINE. Like positionning it on a runby path to scout and thin out enemy runbies.
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.
About the cyclone/cyclone upgrade
The cyclone can't find its role in the game. - it's too expensive/long to produce to be a general purposed mech footman - it's too unreliable and lacks micro potential to be an anti ground damage dealer - it's anti air damage is too low, and the lockdown is too unreliable (because of the manual activation and the cooldown) to be an anti air unit
Lowering the upgrade price isn't a bad move, but the stats and behaviour of the unit are wrong to fit any role mech needs. The unit needs to be reworked. I'd suggest making the cyclone a reliable general purpose mech footman that can assume basic anti air function, but the numbers and the clumsiness of the unit should be reworked.
About the servos upgrade
The upgrade should allow units to transform while moving to be less clumsy, not be faster.
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On November 29 2017 23:04 JackONeill wrote: Really love the ghost cost change. It's a pivotal change for ghost viability.
It seems that opening ghosts for mech play can be awesome too. Early hellbat/medivacs/ghosts pushes with ghosts sniping queens can deal a lot of damage (even if the zerg built 4-5 roaches since the snipe will oneshot them).
Also, ghosts are actually extraordinary to defend early game TvP agression. Oracles and phenixes are very suceptible to EMP. DTs can also be EMPed if you didn't get turrets in time. Sentry cheeses forcefielding bunkers can be countered, and blink allins or immortal allins can be threatened by a center-mass EMP.
Playing mech I feel like building 3 to 5 ghosts early game TvP and coupling them with hellion play in TvZ before transitionning into heavy mech production could do wonders.
I Think this is a good approach, the cost of ghosts is so good, that their abilities earlier will play out very well against P.
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Ghost cost change long overdue. It will really help out lategame TvP.
Good change infestor fungal.
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Do you guys think that with the Ghost changes, that we're going to see Ghost openings again?
Seems like opening Cyclones is the way to go currently (especially with the upgrade cost reduction), so I don't really know.
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Finally, a real infestor nerf after 6-7 years, that shit was ridiculous.
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Ghost change, as with the stealth at cost of starting energy, is a double-edged sword. Early ghost builds are difficult due to the gas requirements, not minerals, especially in bio-builds that essentially require swift stim research.
If the goal of this was to encourage early ghost play as the patch notes implied previously, these changes do little more than implying ghosts are better without actually improving them at all.
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I cant recall such a pro terran patch like this before
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Wow. So... nerf Protoss and Zerg but buff terran? Thanks Blizzard.
These changes don't address the real issues. You've got to be kidding about the cyclone change. Really. You're telling me a ghost is worth less than a HT, AND IT SPAWNS WITH CLOAK ALREADY?
Give us Khadrian Amulet back. This is ludacris. Atleast reduce cost and increase energy of HT.
Take away MSC but nerf the shield too?
I mean come on.
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On November 29 2017 23:04 JackONeill wrote: About the mine
Making drilling claws cheaper is the wrong move since mines won't be reliable until you get the upgrade. It'll just make "carpet bombing a mineral line with drilling claws mines from a boosted medivac" easier.
I hate the reveal on the mine since it makes the mine un-usable as a MINE. Like positionning it on a runby path to scout and thin out enemy runbies.
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.
Yep
IMO , definitly they could remove WM from the game, but I've already observed Blizz like to maintain some useless units. Still don't know why.
Start of HOTS miss me 
Otherwise, I can not agree more with you about cyclone. A little bit like a swiss knife, able to do everything but not good enough. At least, proxy cyclone at my level still deadly if it is not spoted.
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terran whining works! always!!

User was warned for this post
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Blizzard entertainment did a good job at actually taking care of balance much faster than I thought. Now next step must be patching the game each 3-4 weeks just like designers do in league of legends instead of wasting time and waiting for like 4-5 months just like I remember in heart of the swarm ages and even more not waiting like 1 year to buff anything barely.
I actually would like to know your opinion David J.C "Avilo" Blowe in this matter since this is a 100% buff to terran race, something that I never saw being made in 7 years this videogame has.
This balance patch should be a reason to give less excuses when you get fucking outplayed regularly.
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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.
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Terran has been under power since 4.0. Liberators cannot see beyond target circle, widow mines appear after firing and removing hsm from raven. The 'buff' for Terran is so minor in this patch.
Fyi, I'm ain't a Terran player. I play zerg.
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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.
So what data are you using to back your claim ? None.
And about the widow mine, get over it for real. Most of the widow mine damage has ALWAYS been done on its first shot, because of it being cloaked and the player not expecting it to be there. So tell me, how has that been changed with this patch ? How is it now worthless ?
The only thing it REALLY changes is its game ending ability which is ridiculous. Imagine if you go for a double mine drop against a Protoss opening twilight, that's just gg. You burrow a single mine in the main and in the natural and the amount of damage, or at least the amount of time the workers spend non mining, is game ending.
The change that was made won't stop you from demolishing the two mineral lines if the enemy doesnt react, it just allows him to clean the mines and pursue the game from behind.
Blizzard did right with this change, just remember the widow mine is a ridiculously cheap unit (75/25) that : 1) should never be a game ending unit. 2) Will almost always repays its cost with its first shot, for it being a surprise.
You're just making this nerf sound way bigger than it really is.
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Very sensible IMO.
I do think though that the cyclone AA is a big gimmick and the Thor is to slow and expensive to be an AA option; so mech still is suffering from poor design here. I'm not going to say that Protoss air is to strong, but playing mech against it feels like i have a bunch of options that are all crap: poor cyclons, poor mobility thors, extremely inefficient viking when stormed. Feels like a game of luck where you just throw shit at the wall and hope something sticks. I'm not saying i want a hard counter, but a reliable option that will give the advantage to the one that controls better.
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They had to buff zerg anyway
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What affect does changing the oracle from normal damage to spell damage have? I know units damage differently based on armor, light, etc. but the impact of this change is unclear to me. Thanks.
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Looks good to me. I am just getting back into SC2 after much time off, so I don't have a solid frame of reference I will admit, but nothing here seems unreasonable. As a zerg player primarily I like the small change there with the morph response time - that lag was super annoying.
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8748 Posts
On November 30 2017 01:42 tritonice wrote: What affect does changing the oracle from normal damage to spell damage have? I know units damage differently based on armor, light, etc. but the impact of this change is unclear to me. Thanks. spell damage always does the same no matter the unit type or armor upgrades etc
edit: well it is a spell that does bonus dmg to light tho lol. ignores armor but not armor type
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Increase build time from 26.4 to 30.7 seconds.
There is mistake in the balance update description. Oracle build time has been since HotS 50 Blizzard seconds or approximately 36 real seconds. In the new patch Oracle build time is 60 Blizzard seconds or approximately 43 real seconds.
I really don't understand where they got these numbers from.
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On November 29 2017 23:53 ReachTheSky wrote: Finally, a real infestor nerf after 6-7 years, that shit was ridiculous.
You know that Fungal when burrowed was introduced not too long ago right? You also know that Fungal doesn't stun anymore right? Not meant as a flame, just fyi.
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korean proplayer TY just wrote at twitter terran is still unplayable after this patch, something is still wrong with blizzard new ideas.
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This patch is moving pretty much in all of the right directions but I'm gonna have to agree with this poster on what he said about the Cyclone, it's been undergoing so many changes patch after patch after patch is' clearly obvious the design sucks and the balance team has no clue what to be done with them.
"About the cyclone/cyclone upgrade
The cyclone can't find its role in the game. - it's too expensive/long to produce to be a general purposed mech footman - it's too unreliable and lacks micro potential to be an anti ground damage dealer - it's anti air damage is too low, and the lockdown is too unreliable (because of the manual activation and the cooldown) to be an anti air unit
Lowering the upgrade price isn't a bad move, but the stats and behaviour of the unit are wrong to fit any role mech needs. The unit needs to be reworked. I'd suggest making the cyclone a reliable general purpose mech footman that can assume basic anti air function, but the numbers and the clumsiness of the unit should be reworked. "
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Am I wrong that this is a severe nerf to early game Oracle harass? Obviously the intention was to eliminate the ~3 minute oracle timing, but doesn't this mean that an Oracle now 3-shots a worker instead of 2-shots? Seems like early stargate strategies are no longer viable, with Oracle being relegated to a mid/late-game utility caster role instead.
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This overall looks good, but can we please not totally ruin the infestor... Again. If Neural or Pathogen came default free, or fungal got a bit of vs armour damage back, or could only be burrow cast from like 5 range (but still didn't have to unburrow everytime to cast) then I think it'd be in a great place, but the full combination nerf seems a bit much.
Also it's nice that the Terran niche mech upgrades are a lot more accessible, especially with how fast LotV is by the time you get most of those (if you invest in them at all), their phase of real strength and usability is kinda diminished.
But mostly good changes which is nice to see.
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The huge infestor nerfs combined with big ghosts buffs are actually huge in late game bio tvz.
It feels like late game tvz bio is a lot more fair now. Once theres a lot of liberators and ghosts, it becomes really really hard to fungal the ghosts. Late game ZvT is no longer free win and I actually have to try now.
Good change for that matchup's late game but at the top pro level, ghost libs might end up too strong eventually.
What im truly concerned about, is strengt of late game skytoss seems to be back to before the big patch but also...
Infestors are no longer that good... Zerg's ideal comp are back to a-move units only... Hydra bane for the rest of our life or what? Nothing else is viable against protoss, even against terran. It would be nice to have units that scale with skills and micro as much as the other races..
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..
Why is that? Is zerg lacking ground anti armored unit or anti armor splash? Why are roach ravagers soo bad in zvt and zvp, but so good in zvz?
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I agree with the changes, all of them seem reasonable. Terran is still a bit weak overall though.
I think a slight Crono boost nerf and a Carrier nerf would be a good next step.
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On November 30 2017 02:22 jpg06051992 wrote: This patch is moving pretty much in all of the right directions but I'm gonna have to agree with this poster on what he said about the Cyclone, it's been undergoing so many changes patch after patch after patch is' clearly obvious the design sucks and the balance team has no clue what to be done with them.
"About the cyclone/cyclone upgrade
The cyclone can't find its role in the game. - it's too expensive/long to produce to be a general purposed mech footman - it's too unreliable and lacks micro potential to be an anti ground damage dealer - it's anti air damage is too low, and the lockdown is too unreliable (because of the manual activation and the cooldown) to be an anti air unit
Lowering the upgrade price isn't a bad move, but the stats and behaviour of the unit are wrong to fit any role mech needs. The unit needs to be reworked. I'd suggest making the cyclone a reliable general purpose mech footman that can assume basic anti air function, but the numbers and the clumsiness of the unit should be reworked. "
I forgot to include something when i wrote that.
The wacky thing with the cyclone is that it's supposed to be a general purpose mech footman, but it also needs to have good anti air because of the weird state of terran anti air.
The reason why the raven was massed was because seeker+turrets was the most reliable late game terran anti air. Excluding marines, mines, and thors versus mutas, terran anti air is now extremely bad past the early game : - vikings are probably the worst air superiority fighters (low HP, bad manoeuvrability, only decent DPS, extremely suceptible to AoE spells : it's only perk is its range). - ravens don't help much now (someone made a thread about how ravens are actually not that great vs protoss capital ships) - liberators are bad unless you got 20 of them - thors are only good against muta. It actually performs poorly against capital ships or liberators
The only exception is the BC. So from the marine/early vikings, terran anti air is really bad until you can get BCs. So the cyclone wants to be a mech footman, but it also wants to solve the anti air issues of terran that are emphazised with mech play because you don't have reliable early game anti air like bio.
Terran needs an anti air overhaul. The cyclone will then be able to take its place as a reliable mech footman, while leaving the real anti air job to other units. And if i were to identify is that terran anti air is split into a lot of different units that overlap. The liberator's AA is overlapping with the thor's AA, the viking's AA is overlapping with the secondary thor's AA and the upgraded cyclone lock. If those functions were split into : - reliable close range AA - anti armored AA - long range anti massive AA - AoE AA
And distributed to the liberator, the cyclone, the thor and the viking, terran anti air could be much better. I know this rant probably isn't well organised but i feel like that's the main issue affecting terran right now.
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On November 30 2017 02:34 Duckman wrote: Am I wrong that this is a severe nerf to early game Oracle harass? Obviously the intention was to eliminate the ~3 minute oracle timing, but doesn't this mean that an Oracle now 3-shots a worker instead of 2-shots? Seems like early stargate strategies are no longer viable, with Oracle being relegated to a mid/late-game utility caster role instead. Stargate openings are probably dead in PvT. They will probably still exist in PvZ but they'll be weaker since they'll hit later and getting damage at the pro level was already often quite dicey.
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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. .
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.
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one base toss with shield batteries is worse to face than toss cheese with msc.
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8748 Posts
On November 30 2017 03:08 Boggyb wrote:Show nested quote +On November 30 2017 02:34 Duckman wrote: Am I wrong that this is a severe nerf to early game Oracle harass? Obviously the intention was to eliminate the ~3 minute oracle timing, but doesn't this mean that an Oracle now 3-shots a worker instead of 2-shots? Seems like early stargate strategies are no longer viable, with Oracle being relegated to a mid/late-game utility caster role instead. Stargate openings are probably dead in PvT. They will probably still exist in PvZ but they'll be weaker since they'll hit later and getting damage at the pro level was already often quite dicey. They'll definitely be used less immediately but if terrans start getting greedy and changing their builds drastically because they assume there'll never be oracles anymore, they could be punished for it. If there's nothing protecting the scv's, 3 hits to kill an scv is still good enough to be worth it. Plus stasis and revelation are the same, so after the initial harass the value is the same as it is now.
Oracle opening goes from being something that can be done pretty safely every game back to a surprise opening to mix in once in a while if you feel your opponent might be greedy.
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Czech Republic12128 Posts
On November 30 2017 02:59 MockHamill wrote: I agree with the changes, all of them seem reasonable. Terran is still a bit weak overall though.
I think a slight Crono boost nerf and a Carrier nerf would be a good next step. Chrono needs a redo, you cannot nerf the current version. It should be a longer boost for less.
Shield batteries need a redo too, currently in my league they're too OP in the lategame. I mean, have you tried sniping a Mothership with several batteries backing her up? And I have no idea how they're gonna do that because they're so much needed in the early game. Yeah, band aid race fighting back when you try to remove bandaids
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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 guess we could combine stim and shield in one upgrade (or even marines having shield without upgrade), or lower stim duration, etc. There are a lot of ways to play around.
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On November 30 2017 02:59 MockHamill wrote: I agree with the changes, all of them seem reasonable. Terran is still a bit weak overall though.
I think a slight Crono boost nerf and a Carrier nerf would be a good next step.
Chronoboost is fine, shield batteries need something to not make them infinitely scale able (mass turtle shield battery doing nothing but shielding carriers and mothership is pretty much what the FUCK retarded) but that is an easy fix such as, (only 1 shield battery may heal 1 unit at a time or something similar)
Carriers are ludicrously strong at the moment, they shred through even +3 armor Corruptors very easily and the fungal nerfs are only going to exaggerate the problem. Not sure why Protoss has to have such an untouchable end game and such a fragile early game, it's a long running issue with the race has a whole.
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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.
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Since when do they use fractions of a second?
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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.
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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
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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
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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.
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Remove blinking DTs and I will install it again
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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.
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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 )
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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.
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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
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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.
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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
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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.
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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.
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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.
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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.
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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
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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.
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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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Russian Federation141 Posts
Seems like infestors are unplayable
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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.
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Zerg is not allowed a fun unit. We will a-move hydras and banes and we will like it.
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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.
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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
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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)
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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.
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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.
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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.
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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 ? ... )
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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).
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The mine behaviour is really odd in patch 4+
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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.
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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
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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?
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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?!
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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.
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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.
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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.
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chrono is 100% boost for 10 sec?
many ways to go but if just change the numbers... lower the boost or the duration?
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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.
Do you realize that current chronoboost is weaker than hots' one on anything that you can't chronoboost back to back? That's funny all those terrans arguing about chrono boost efficiency on upgrades considering hots'one was better and nobody ever mentionned how strong it was back in the day.
Also changing chronoboost from 100% for 10 sec to 50% for 20 sec won't nerf forges upgrades at all. (it's a good idea to nerf timings tough). i doubt that blizzard will nerf chronoboost ... maybe the spike burst but not the effectiveness over time.
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Does the Oracle change mean that they'll now 3 shot SCV's, while 2 shotting drones and probes?
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1. this patch made terran so bad and terran been nerfed hardcore which is unplayable 2. toss been buffed to the point it cant be beatable (cough cough toss a move wins without microing ) 3. dts never should have blink 4. skytoss is unbeatable 5. storms need to be nerfed they rek mech and bio so ez whether you spilt or micro good 6. pros even said it terran is unplayable 7. this game is for everyone not just for the pros i play terran as main and i have rekt terrans with zerg and protoss
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Multiple people complaining about DT blink? Is there some new Chrono'd Blink DT Protoss cheese strat terrorizing the ladder these days?
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On December 01 2017 11:23 Boggyb wrote: Multiple people complaining about DT blink? Is there some new Chrono'd Blink DT Protoss cheese strat terrorizing the ladder these days? no, people who barely play the game are complaining about a non existent problem. but what else is new
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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.
There's exactly one blink dt Allin that saw pro level use a handful of times it mostly works only due to surprise. There are many things wrong with ballance right now but blink Dts are not one of them.
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On December 01 2017 13:21 washikie wrote:Show nested quote +On November 30 2017 07:47 ZigguratOfUr wrote: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. There's exactly one blink dt Allin that saw pro level use a handful of times it mostly works only due to surprise. There are many things wrong with ballance right now but blink Dts are not one of them. Yeah, Protoss is the strongest race right now and could definitely use some nerfs (direct or indirect) but blink DTs are not one of them.
If you're going to complain, at least complain about something that is actually imbalanced. I mean, it's not like there's a shortage between the plethora of buffs to Chrono, Batteries, Stalkers, deathballs, Skytoss, etc, etc.
Singling out blink DTs right now is just bizarre.
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People always complain things not related to the patch.. DT blink, I don't think it is even being used in n tourney, and swarmhost.
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After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS.
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On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss.
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On December 01 2017 14:49 Boggyb wrote:Show nested quote +On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss.
Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too.
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On December 01 2017 15:21 youngjiddle wrote:Show nested quote +On December 01 2017 14:49 Boggyb wrote:On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss. Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too. I agree that ignoring half the whine is a good first step–there is a lot of pointless whining going on and cutting through the crap reveals the other half of the complaining, the half that deals with actual imbalance in a rational manner.
From an objective POV, Protoss has received: 1. A chrono buff–about the same over time but creates brutal timing attacks. 2. A Stalker buff–same DPS, much better earlygame and at sniping things like Stalkers were always used for anyhow 3. A Colossus-deathball buff–shreds Light now, Stalkers got buffed vs Armored and voila deathball
All these are straight buffs. Yes, they have downsides but to argue that Protoss overall is weaker after the patch is pure biased bullshit, even accounting for the Oracle nerf.
PvZ is questionable though Skytoss seems quite strong, Zerg seems to win its share of games. PvT on the other hand is unquestionably Protoss-favored, to the point where mech TvP has become an actual thing at the pro level out of sheer desperation. When TY and INnoVation are seriously trying to make tanks work against chargelot/immortal/archon, you know Terran has it rough.
Of course, Terran suffering is not necessarily a wholly bad thing–I understand full well that one of the side effects of a major design patch is major imbalances, and removing the MSC was inevitably bound to cause some kind of imbalance somewhere–it was just a question of whether Protoss would be way too weak or way too strong with the MSC-replacement. In this case, it turned out to be the latter. Which is fine, since I really do think the game will eventually end up in a better overall state without the MSC–but only after the current imbalances that resulted from the big design patch are fixed.
That being the case, there's no denying that Protoss is in a very good spot atm, especially in PvT. Which is not to say the the meta will not evolve; Terrans might be able to come up with some new build now since the 3-minute Oracle is gone–the math simply dictates that a such an early Oracle is nearly impossible to counter effectively without falling behind economically. But for the moment, Protoss is still absolutely favored against Terran and possibly against Zerg.
Hell, even the balance team explicitly announced that they are actively watching (among others) 1. Widow Mine usage post nerf 2. Stalker/Disruptor power vs Terran 3. overall effectiveness of Terran Bio 4. timings with the new Chrono Boost in the last paragraph: https://us.battle.net/forums/en/sc2/topic/20759616036?page=1
So it's safe to say that they are having no problems whatsoever seeing through the bullshit–from anyone.
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On December 01 2017 15:27 pvsnp wrote:Show nested quote +On December 01 2017 15:21 youngjiddle wrote:On December 01 2017 14:49 Boggyb wrote:On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss. Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too. I mean, from an objective POV, Protoss has received: 1. A chrono buff–about the same over time but creates brutal timing attacks. 2. A Stalker buff–same DPS, much better earlygame and at sniping things like Stalkers were always used for anyhow 3. A Colossus-deathball buff–shreds Light now, Stalkers got buffed vs Armored and voila deathball All these are straight buffs. Yes, they have downsides but to argue that Protoss overall is weaker after the patch is pure biased bullshit, even accounting for the Oracle nerf. PvZ is questionable though Skytoss seems quite strong, Zerg seems to win its share of games. PvT on the other hand is unquestionably Protoss-favored, to the point where mech TvP has become an actual thing at the pro level out of sheer desperation. There's no denying that Protoss is in a very good spot atm, especially in PvT. Which is not to say the the meta will not evolve; Terrans might be able to come up with some new build now since the 3-minute Oracle is gone–that was just close to unstoppable. But for the moment, Protoss is absolutely favored. Hell, even the balance team explicitly announced that they are actively watching 1. Widow Mine usage post nerf 2. Stalker/Disruptor power vs Terran 3. overall effectiveness of Terran Bio 4. timings with the new Chrono Boost So I think they are having no problems whatsoever seeing through the bullshit–from any poster.
No one has "argued Protoss overall is weaker after the patch". Why get so defensive in these threads.
I find it extremely ignorant for anyone to say that Protoss is absolutely favored in this version of the patch after the oracle nerf, two days after the patch was released with no data to back up the claim.
It is nice that the PvT winrate on aligulac is not 45% and in terran's favor. Not to mention the last aligulac rating was very skewed because of the oracle cheese. That aligulac rating had olimoleague games where terrans just GGd after the oracle flew in, haha.
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On December 01 2017 15:52 youngjiddle wrote:Show nested quote +On December 01 2017 15:27 pvsnp wrote:On December 01 2017 15:21 youngjiddle wrote:On December 01 2017 14:49 Boggyb wrote:On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss. Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too. I mean, from an objective POV, Protoss has received: 1. A chrono buff–about the same over time but creates brutal timing attacks. 2. A Stalker buff–same DPS, much better earlygame and at sniping things like Stalkers were always used for anyhow 3. A Colossus-deathball buff–shreds Light now, Stalkers got buffed vs Armored and voila deathball All these are straight buffs. Yes, they have downsides but to argue that Protoss overall is weaker after the patch is pure biased bullshit, even accounting for the Oracle nerf. PvZ is questionable though Skytoss seems quite strong, Zerg seems to win its share of games. PvT on the other hand is unquestionably Protoss-favored, to the point where mech TvP has become an actual thing at the pro level out of sheer desperation. There's no denying that Protoss is in a very good spot atm, especially in PvT. Which is not to say the the meta will not evolve; Terrans might be able to come up with some new build now since the 3-minute Oracle is gone–that was just close to unstoppable. But for the moment, Protoss is absolutely favored. Hell, even the balance team explicitly announced that they are actively watching 1. Widow Mine usage post nerf 2. Stalker/Disruptor power vs Terran 3. overall effectiveness of Terran Bio 4. timings with the new Chrono Boost So I think they are having no problems whatsoever seeing through the bullshit–from any poster. No one has "argued Protoss overall is weaker after the patch". Why get so defensive in these threads. I find it extremely ignorant for anyone to say that Protoss is absolutely favored in this version of the patch after the oracle nerf, two days after the patch was released with no data to back up the claim. It is nice that the PvT winrate on aligulac is not 45% and in terran's favor. Not to mention the last aligulac rating was very skewed because of the oracle cheese. That aligulac rating had olimoleague games where terrans just GGd after the oracle flew in, haha. Apologies, I have a bad habit of editing my post repeatedly to add more stuff. You probably didn't get the chance to read the whole thing.
I'm glad to see that you aren't one of those completely biased morons who do indeed think that Protoss is weaker post-4.0 (or at least claim to think, who knows what actually goes on in their heads).
Find me extremely ignorant if you please, but I stand by my statement and I'm quite certain that time will prove me correct. Just sit back and watch the games, they will show the truth of it one way or another. Tbh I will be very happy if I am wrong and TvP is actually perfectly balanced.
Out of curiosity, though, what do you think Terrans should be doing against Protoss?
Oh and as far as data goes, Aligulac has the current PvT winrate at 56% in the Protoss favor, though the current period did start a few days before the Oracle nerf. I have also watched streams where Stats, Zest, TY, Inno, and Major declare that Protoss is strong and/or favored right now.
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hmm am I correct that the oracle was nerfed in 4.0.2 against light and in terms of build time, but was actually *buffed* against armored in early game?
because oracle damage was 15+10 against light (normal damage) and now it is 15+7 against light (spell damage), so an armored unit (queen, spore, hatchery) which usually has 1 base armor, took 14 damage in 4.0 and now it takes 15 damage in 4.0.2.
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On December 01 2017 15:57 pvsnp wrote:Show nested quote +On December 01 2017 15:52 youngjiddle wrote:On December 01 2017 15:27 pvsnp wrote:On December 01 2017 15:21 youngjiddle wrote:On December 01 2017 14:49 Boggyb wrote:On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss. Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too. I mean, from an objective POV, Protoss has received: 1. A chrono buff–about the same over time but creates brutal timing attacks. 2. A Stalker buff–same DPS, much better earlygame and at sniping things like Stalkers were always used for anyhow 3. A Colossus-deathball buff–shreds Light now, Stalkers got buffed vs Armored and voila deathball All these are straight buffs. Yes, they have downsides but to argue that Protoss overall is weaker after the patch is pure biased bullshit, even accounting for the Oracle nerf. PvZ is questionable though Skytoss seems quite strong, Zerg seems to win its share of games. PvT on the other hand is unquestionably Protoss-favored, to the point where mech TvP has become an actual thing at the pro level out of sheer desperation. There's no denying that Protoss is in a very good spot atm, especially in PvT. Which is not to say the the meta will not evolve; Terrans might be able to come up with some new build now since the 3-minute Oracle is gone–that was just close to unstoppable. But for the moment, Protoss is absolutely favored. Hell, even the balance team explicitly announced that they are actively watching 1. Widow Mine usage post nerf 2. Stalker/Disruptor power vs Terran 3. overall effectiveness of Terran Bio 4. timings with the new Chrono Boost So I think they are having no problems whatsoever seeing through the bullshit–from any poster. No one has "argued Protoss overall is weaker after the patch". Why get so defensive in these threads. I find it extremely ignorant for anyone to say that Protoss is absolutely favored in this version of the patch after the oracle nerf, two days after the patch was released with no data to back up the claim. It is nice that the PvT winrate on aligulac is not 45% and in terran's favor. Not to mention the last aligulac rating was very skewed because of the oracle cheese. That aligulac rating had olimoleague games where terrans just GGd after the oracle flew in, haha. Apologies, I have a bad habit of editing my post repeatedly to add more stuff. You probably didn't get the chance to read the whole thing. I'm glad to see that you aren't one of those completely biased morons who do indeed think that Protoss is weaker post-4.0 (or at least claim to think, who knows what actually goes on in their heads). Find me extremely ignorant if you please, but I stand by my statement and I'm quite certain that time will prove me correct. Just sit back and watch the games, they will show the truth of it one way or another. Tbh I will be very happy if I am wrong and TvP is actually perfectly balanced. Out of curiosity, though, what do you think Terrans should be doing against Protoss? Oh and as far as data goes, Aligulac has the current PvT winrate at 56% in the Protoss favor, though the current period did start a few days before the Oracle nerf. I have also watched streams where Stats, Zest, TY, Inno, and Major declare that Protoss is strong and/or favored right now.
oh no, PvT is a 56% winrate on aligulac, whatever will we do, it's not like protoss has had to deal with that exact winrate flipped many, many times throughout the year, yet no one talked about it.
I'd be curious to see the "completely biased morons who do indeed think that Protoss is weaker post-4.0 " you say you have seen.
And to answer your question, Terrans can make small adjustments like making more marauders because they are still great vs. stalkers and colossi are nerfed vs. them. If new stalkers are better vs. liberators, instead of liberators, vikings could work vs colossi again. After killing colossi, vikings on the ground are surprisingly really good now. However, my little ideas are just ideas you are asking me to think of. Terran can do the same old, same old and still be great, I find it laughable seeing people who cry "bio is not viable".
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That is good they buff a bit terran...
Still wondering if widow mines becoming visible after during cooldown ( so basically they can only shot one ) and ravens with their new abilities are really weak and almost useless.
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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
Widowmine nerf odly has little impact on current tvz because right now zerg go hydras so Terran must go tanks. Since Terran go tanks instead of mines mines see very little play. If the meta were ling bane muta the mine nerf would be more relevant. No the issue with bio is that ling bane hydra is very strong vs aggression and forces a bio player to turtle and mass tanks. This means that bio tvz is decided by one big fight before hive tech. On some maps it's very difficult to get a decent angle for said fight and thus bio is rather terrible compared to mech, if you must mass siege tanks as Terran you might as well go mech right?
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On December 01 2017 16:39 youngjiddle wrote:Show nested quote +On December 01 2017 15:57 pvsnp wrote:On December 01 2017 15:52 youngjiddle wrote:On December 01 2017 15:27 pvsnp wrote:On December 01 2017 15:21 youngjiddle wrote:On December 01 2017 14:49 Boggyb wrote:On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss. Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too. I mean, from an objective POV, Protoss has received: 1. A chrono buff–about the same over time but creates brutal timing attacks. 2. A Stalker buff–same DPS, much better earlygame and at sniping things like Stalkers were always used for anyhow 3. A Colossus-deathball buff–shreds Light now, Stalkers got buffed vs Armored and voila deathball All these are straight buffs. Yes, they have downsides but to argue that Protoss overall is weaker after the patch is pure biased bullshit, even accounting for the Oracle nerf. PvZ is questionable though Skytoss seems quite strong, Zerg seems to win its share of games. PvT on the other hand is unquestionably Protoss-favored, to the point where mech TvP has become an actual thing at the pro level out of sheer desperation. There's no denying that Protoss is in a very good spot atm, especially in PvT. Which is not to say the the meta will not evolve; Terrans might be able to come up with some new build now since the 3-minute Oracle is gone–that was just close to unstoppable. But for the moment, Protoss is absolutely favored. Hell, even the balance team explicitly announced that they are actively watching 1. Widow Mine usage post nerf 2. Stalker/Disruptor power vs Terran 3. overall effectiveness of Terran Bio 4. timings with the new Chrono Boost So I think they are having no problems whatsoever seeing through the bullshit–from any poster. No one has "argued Protoss overall is weaker after the patch". Why get so defensive in these threads. I find it extremely ignorant for anyone to say that Protoss is absolutely favored in this version of the patch after the oracle nerf, two days after the patch was released with no data to back up the claim. It is nice that the PvT winrate on aligulac is not 45% and in terran's favor. Not to mention the last aligulac rating was very skewed because of the oracle cheese. That aligulac rating had olimoleague games where terrans just GGd after the oracle flew in, haha. Apologies, I have a bad habit of editing my post repeatedly to add more stuff. You probably didn't get the chance to read the whole thing. I'm glad to see that you aren't one of those completely biased morons who do indeed think that Protoss is weaker post-4.0 (or at least claim to think, who knows what actually goes on in their heads). Find me extremely ignorant if you please, but I stand by my statement and I'm quite certain that time will prove me correct. Just sit back and watch the games, they will show the truth of it one way or another. Tbh I will be very happy if I am wrong and TvP is actually perfectly balanced. Out of curiosity, though, what do you think Terrans should be doing against Protoss? Oh and as far as data goes, Aligulac has the current PvT winrate at 56% in the Protoss favor, though the current period did start a few days before the Oracle nerf. I have also watched streams where Stats, Zest, TY, Inno, and Major declare that Protoss is strong and/or favored right now. oh no, PvT is a 56% winrate on aligulac, whatever will we do, it's not like protoss has had to deal with that exact winrate flipped many, many times throughout the year, yet no one talked about it. I'd be curious to see the "completely biased morons who do indeed think that Protoss is weaker post-4.0 " you say you have seen. And to answer your question, Terrans can make small adjustments like making more marauders because they are still great vs. stalkers and colossi are nerfed vs. them. If new stalkers are better vs. liberators, instead of liberators, vikings could work vs colossi again. After killing colossi, vikings on the ground are surprisingly really good now. However, my little ideas are just ideas you are asking me to think of. Terran can do the same old, same old and still be great, I find it laughable seeing people who cry "bio is not viable". Nobody whined about imbalance? Please. A year ago, right after 3.8, Protoss was in a similar position as Terran is now and whining the hell out of Bio/Mine/Lib pushes. And under all the whine they had a valid point, just like Terran does now. Not to mention that using past imbalance one way to justify present imbalance another way is bluntly put, petty and pathetic.
As for the whole "many, many times...." thing, Aligulac shows exactly one month where the PvT winrates dipped below the Blizzard-sanctioned threshold of +/- 5% and that was immediately after 3.8. So, by "many, many" you apparently mean "once and only once." http://aligulac.com/misc/balance/
Guess what 3.8 was? And how is 4.0 similar to 3.8? Gee, I wonder if there might be a connection there. I wonder if the balance team learned something from last year. I guess we will all find out soon enough seeing as the current winrates are beyond the threshold of +/- 5%. Unless the meta shifts drastically, I expect we will see a nerf to Protoss in the next month or so.
Completely biased morons (from all races) can be found in amazingly high numbers here: https://us.battle.net/forums/en/sc2/40568/
Bio may or may not be viable, but there's no question that between the WM nerf and all the Protoss buffs, it's significantly weaker than it used to be against Protoss.
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Czech Republic12128 Posts
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?! Have you tried actually playing the game? Go, give it a try and show us the OP power of the recall. 4s recall, shared cooldown across the nexuses and shares the same energy with the chrono which is a much better choice.
><
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On December 01 2017 11:23 Boggyb wrote: Multiple people complaining about DT blink? Is there some new Chrono'd Blink DT Protoss cheese strat terrorizing the ladder these days?
There are some builds on the ladder... some dt harass into 2 bases blinkdt/stalker all-in, or the 3 bases low eco aggressive variation... you blink dt on the bio (like adepts), then bio can't move out.... we saw it in a pro games or two.. i think Has and sOs ^^ Even with constant detection it's not that weak, you better prepare yourself.
While it's true it's not the most important thing to balance at the moment, it's still ridiculous, design-stupid, and should be out of the game. (like BC teleportation)
Else i totally agree with #93, pvsnp : after a design patch we should expect notable imbalances. It's not a big deal if we react accordingly and promptly.
The imbalance today is clear. Bio is weak as fuck and TvP macro bio unplayable. But terran can win with early harass (like hellions runbys), strange surprising mech, early cheeses, defending toss all-in, etc. That's why the numbers are not 90/10 from the beginning of a very unbalanced meta. We should watch pro games, and most importantly, how they play out. I was totally in shock yesterday by TY vs Creator. TY played godlike, hand 30 supply more and perfect positioning, bio/libs, and was totally rolfstomped by Creator essentially gateway army.
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I think TvZ is ok. Zerg late game is stronger than Terran late game but the matchup is playable. No scenario feels impossible.
TvP is the real problem. Bio is not viable due Protoss always being ahead on uppgrades due to chrono boost combined with Colossus that hard counter marines. Mech is not viable since Carriers with the correct support units makes mech almost impossible to play in the late game.
So the solution is obvious, nerf chrono boost and carriers and the matchup will be mostly balanced.
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TvZ bio is super weak and barely played, but that has more to do with zerg metagame and the old hydras and banes buffs than 4.0 (still, nerfed mines and nerfed raven harass don't help) Still way more playable on ladder than TvP.
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On December 01 2017 18:39 deacon.frost wrote:Show nested quote +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?! Have you tried actually playing the game? Go, give it a try and show us the OP power of the recall. 4s recall, shared cooldown across the nexuses and shares the same energy with the chrono which is a much better choice. ><
in 4s my roaches about scratched the outer layers of their stalker ball. the area of effect of the spell is larger than even the range of the roaches.
not using one chrono is a triviap cost for the ability to save your whole army no matter what
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Do the last patch introduced latency issues on all servers ? It's on EU from experience and on KR from what i hear on WardiTV.
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man every time I see a terran going mech in TvP something is dying inside me  It really ruins the tournaments for me.
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Czech Republic12128 Posts
On December 01 2017 21:13 opisska wrote:Show nested quote +On December 01 2017 18:39 deacon.frost wrote: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?! Have you tried actually playing the game? Go, give it a try and show us the OP power of the recall. 4s recall, shared cooldown across the nexuses and shares the same energy with the chrono which is a much better choice. >< in 4s my roaches about scratched the outer layers of their stalker ball. the area of effect of the spell is larger than even the range of the roaches. not using one chrono is a triviap cost for the ability to save your whole army no matter what So if this is so OP maybe you want to switch to P and show me how it's OP because I can't see it. Right now it sounds to me you're doing it wrong. Maybe a better description would help in understanding what's your problem as the recall doesn't make units immortal & the cooldown is shared via buildings .
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OMG terrans get over yourself. Terran has been favoured since the beginning of WOL.
Now at least try to use ravens, the changed ghosts the transform servoes etc. before GG'ing out of the game.
Since the beginning of this game protoss has been in a spot where one mistake means an instant loss with no recover ability.
Terrans still have PF's to keep their expo alive if they dont see attacks coming, they can still lift buildings if a ground force breaks through, they stil have CC's to call down mules and temporarily totally negate any economic damage taken OR to just play with 1-2 bases less on the same mineral income...
Not to mention the basic idiotic bio synergy imbalance of having a fast moving airborne anti ground and anti air army that heals itself is ranged and has the highest dps in the game.. Do you even realize how stupidly powerful all this is?
You can not have all this shit and then still want to have it easy. Terran ist still the most forgiving race, so it's at least fair if you learn to use all your tools instead of whining to have your easy bio beats all gameplay back.
Realize this: Bio is like mutas, it's way to strong and versatile. It has always been broken that it can also win a straight up fight versus almost everything.
Terran's control yourself or this game will never be balanced. Because blizzard does listen to whiner's way too much and nobody whines like a terran who can't bio-beat the shit out of everyone.
We got a patch so let's just see how the plays change after some time.
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On December 01 2017 23:14 Freeborn wrote: OMG terrans get over yourself. Terran has been favoured since the beginning of WOL.
Now at least try to use ravens, the changed ghosts the transform servoes etc. before GG'ing out of the game.
Since the beginning of this game protoss has been in a spot where one mistake means an instant loss with no recover ability.
Terrans still have PF's to keep their expo alive if they dont see attacks coming, they can still lift buildings if a ground force breaks through, they stil have CC's to call down mules and temporarily totally negate any economic damage taken OR to just play with 1-2 bases less on the same mineral income...
Not to mention the basic idiotic bio synergy imbalance of having a fast moving airborne anti ground and anti air army that heals itself is ranged and has the highest dps in the game.. Do you even realize how stupidly powerful all this is?
You can not have all this shit and then still want to have it easy. Terran ist still the most forgiving race, so it's at least fair if you learn to use all your tools instead of whining to have your easy bio beats all gameplay back.
Realize this: Bio is like mutas, it's way to strong and versatile. It has always been broken that it can also win a straight up fight versus almost everything.
Terran's control yourself or this game will never be balanced. Because blizzard does listen to whiner's way too much and nobody whines like a terran who can't bio-beat the shit out of everyone.
We got a patch so let's just see how the plays change after some time.
stopped reading after Terrans been favoured since WoL, coz its simply just a lie and it shows that you havent been around since WoL... and btw your thread is whining from beginning to end...
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On December 01 2017 23:14 Freeborn wrote: Realize this: Bio is like mutas, it's way to strong and versatile. It has always been broken that it can also win a straight up fight versus almost everything.
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Blizzard should probably go ahead and make the chrono boost change because they are going to do it eventually then tell Terran players to just figure it out if PvT win rates hover close to the imbalance threshold.
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On December 01 2017 18:39 deacon.frost wrote:Show nested quote +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?! Have you tried actually playing the game? Go, give it a try and show us the OP power of the recall. 4s recall, shared cooldown across the nexuses and shares the same energy with the chrono which is a much better choice. ><
Mass recall may be my favorite change. I don't recall who, but I watched a toss player beat a terran in a base race not long ago. It was glorious seeing the toss army appear out of nowhere and destroy the opponent.
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Eh just give T's back Old Marauders or increase damage of liberators again I guess
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So, I'm a little confused. Is a burrowed Widow Mine only visible when the payload is on cooldown, or is a burrowed Widow Mine always visible now?
I know it was in the patch notes, but I'm still unclear on this. I think it's the former (they're only visible when they're not armed).
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On December 02 2017 00:11 Frudgey wrote: So, I'm a little confused. Is a burrowed Widow Mine only visible when the payload is on cooldown, or is a burrowed Widow Mine always visible now?
I know it was in the patch notes, but I'm still unclear on this. I think it's the former (they're only visible when they're not armed).
Only visible once it shoots and is reloading. When it is armed it is Invis, basically you only need to throw 1 worker at each mine to clear a mine drop and it doesn't force out any vision or pressure since after its used its just thrown out or you pick it up and lose medivac (usually)
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On December 01 2017 23:43 Boggyb wrote: Blizzard should probably go ahead and make the chrono boost change because they are going to do it eventually then tell Terran players to just figure it out if PvT win rates hover close to the imbalance threshold. So you admit that the matchup isn't imbalanced then?
PvT isn't imbalanced. It's just that for the first time in two years it's P favored. And terrans cannot deal with that.
We need to wait until March before we can even discuss the next patch.
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On December 02 2017 00:19 LTCM wrote:Show nested quote +On December 01 2017 23:43 Boggyb wrote: Blizzard should probably go ahead and make the chrono boost change because they are going to do it eventually then tell Terran players to just figure it out if PvT win rates hover close to the imbalance threshold. So you admit that the matchup isn't imbalanced then? PvT isn't imbalanced. It's just that for the first time in two years it's P favored. And terrans cannot deal with that. We need to wait until March before we can even discuss the next patch.
We can't deal with it because you guys were supposed to be the race that has the superior late game and strong mid game.. Terrans only advantage was to make something happen in the early game so we could scale into a strong mid game with tier 1 units and somehow stop you from reaching the late game.
But now: You guys have a stronger early game and most of our early game harass and builds are weaker, you guys control the mid game and still have the way stronger late game
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On December 01 2017 18:13 pvsnp wrote:Show nested quote +On December 01 2017 16:39 youngjiddle wrote:On December 01 2017 15:57 pvsnp wrote:On December 01 2017 15:52 youngjiddle wrote:On December 01 2017 15:27 pvsnp wrote:On December 01 2017 15:21 youngjiddle wrote:On December 01 2017 14:49 Boggyb wrote:On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss. Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too. I mean, from an objective POV, Protoss has received: 1. A chrono buff–about the same over time but creates brutal timing attacks. 2. A Stalker buff–same DPS, much better earlygame and at sniping things like Stalkers were always used for anyhow 3. A Colossus-deathball buff–shreds Light now, Stalkers got buffed vs Armored and voila deathball All these are straight buffs. Yes, they have downsides but to argue that Protoss overall is weaker after the patch is pure biased bullshit, even accounting for the Oracle nerf. PvZ is questionable though Skytoss seems quite strong, Zerg seems to win its share of games. PvT on the other hand is unquestionably Protoss-favored, to the point where mech TvP has become an actual thing at the pro level out of sheer desperation. There's no denying that Protoss is in a very good spot atm, especially in PvT. Which is not to say the the meta will not evolve; Terrans might be able to come up with some new build now since the 3-minute Oracle is gone–that was just close to unstoppable. But for the moment, Protoss is absolutely favored. Hell, even the balance team explicitly announced that they are actively watching 1. Widow Mine usage post nerf 2. Stalker/Disruptor power vs Terran 3. overall effectiveness of Terran Bio 4. timings with the new Chrono Boost So I think they are having no problems whatsoever seeing through the bullshit–from any poster. No one has "argued Protoss overall is weaker after the patch". Why get so defensive in these threads. I find it extremely ignorant for anyone to say that Protoss is absolutely favored in this version of the patch after the oracle nerf, two days after the patch was released with no data to back up the claim. It is nice that the PvT winrate on aligulac is not 45% and in terran's favor. Not to mention the last aligulac rating was very skewed because of the oracle cheese. That aligulac rating had olimoleague games where terrans just GGd after the oracle flew in, haha. Apologies, I have a bad habit of editing my post repeatedly to add more stuff. You probably didn't get the chance to read the whole thing. I'm glad to see that you aren't one of those completely biased morons who do indeed think that Protoss is weaker post-4.0 (or at least claim to think, who knows what actually goes on in their heads). Find me extremely ignorant if you please, but I stand by my statement and I'm quite certain that time will prove me correct. Just sit back and watch the games, they will show the truth of it one way or another. Tbh I will be very happy if I am wrong and TvP is actually perfectly balanced. Out of curiosity, though, what do you think Terrans should be doing against Protoss? Oh and as far as data goes, Aligulac has the current PvT winrate at 56% in the Protoss favor, though the current period did start a few days before the Oracle nerf. I have also watched streams where Stats, Zest, TY, Inno, and Major declare that Protoss is strong and/or favored right now. oh no, PvT is a 56% winrate on aligulac, whatever will we do, it's not like protoss has had to deal with that exact winrate flipped many, many times throughout the year, yet no one talked about it. I'd be curious to see the "completely biased morons who do indeed think that Protoss is weaker post-4.0 " you say you have seen. And to answer your question, Terrans can make small adjustments like making more marauders because they are still great vs. stalkers and colossi are nerfed vs. them. If new stalkers are better vs. liberators, instead of liberators, vikings could work vs colossi again. After killing colossi, vikings on the ground are surprisingly really good now. However, my little ideas are just ideas you are asking me to think of. Terran can do the same old, same old and still be great, I find it laughable seeing people who cry "bio is not viable". Nobody whined about imbalance? Please. A year ago, right after 3.8, Protoss was in a similar position as Terran is now and whining the hell out of Bio/Mine/Lib pushes. And under all the whine they had a valid point, just like Terran does now. Not to mention that using past imbalance one way to justify present imbalance another way is bluntly put, petty and pathetic. As for the whole "many, many times...." thing, Aligulac shows exactly one month where the PvT winrates dipped below the Blizzard-sanctioned threshold of +/- 5% and that was immediately after 3.8. So, by "many, many" you apparently mean "once and only once." http://aligulac.com/misc/balance/Guess what 3.8 was? And how is 4.0 similar to 3.8? Gee, I wonder if there might be a connection there. I wonder if the balance team learned something from last year. I guess we will all find out soon enough seeing as the current winrates are beyond the threshold of +/- 5%. Unless the meta shifts drastically, I expect we will see a nerf to Protoss in the next month or so. Completely biased morons (from all races) can be found in amazingly high numbers here: https://us.battle.net/forums/en/sc2/40568/Bio may or may not be viable, but there's no question that between the WM nerf and all the Protoss buffs, it's significantly weaker than it used to be against Protoss.
I don't consider anyone on the battlenet forums to have an IQ of above 70, sooo you're right it's just unbiased bs there for all races there.
And no, the Protoss players left did not whine to the same degree, it is pretty obvious. Something else, I love watching phoenix baiting mines and splitting adepts, shutting down drops, and toss being active on the map with phoenix-adept. But look at how much whining adept-phoenix got when toss didn't even have a significant advantage in the matchup. Yet reddit whiners whined adepts were boring to watch and look, they nerfed the strategy (within a month?).
Another example, how many Toss pros are known for balance whining compared to the other races. There is no denying who whines the most, haha. My favorite zerg balance whine, after neeb goes 16-2 in a tournament, " I can't help that Zerg is missing something in ZvP" - nerchio
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On December 01 2017 23:29 KOtical wrote:Show nested quote +On December 01 2017 23:14 Freeborn wrote: OMG terrans get over yourself. Terran has been favoured since the beginning of WOL.
Now at least try to use ravens, the changed ghosts the transform servoes etc. before GG'ing out of the game.
Since the beginning of this game protoss has been in a spot where one mistake means an instant loss with no recover ability.
Terrans still have PF's to keep their expo alive if they dont see attacks coming, they can still lift buildings if a ground force breaks through, they stil have CC's to call down mules and temporarily totally negate any economic damage taken OR to just play with 1-2 bases less on the same mineral income...
Not to mention the basic idiotic bio synergy imbalance of having a fast moving airborne anti ground and anti air army that heals itself is ranged and has the highest dps in the game.. Do you even realize how stupidly powerful all this is?
You can not have all this shit and then still want to have it easy. Terran ist still the most forgiving race, so it's at least fair if you learn to use all your tools instead of whining to have your easy bio beats all gameplay back.
Realize this: Bio is like mutas, it's way to strong and versatile. It has always been broken that it can also win a straight up fight versus almost everything.
Terran's control yourself or this game will never be balanced. Because blizzard does listen to whiner's way too much and nobody whines like a terran who can't bio-beat the shit out of everyone.
We got a patch so let's just see how the plays change after some time. stopped reading after Terrans been favoured since WoL, coz its simply just a lie and it shows that you havent been around since WoL... and btw your thread is whining from beginning to end...
Uhh since wol? Remember brood lord infestor? Remember Blink stalker Allin? Rember late hots when Terran had slightly less than 50% win rate in both matchups? lol Terran bio has not been to dominant for awhile. And currently bio is dead so there's that to.
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First on the balance -
I like the infestor nerf for Tvz - it's a step in the right direction to make bio viable again (may not be enough). For those of you saying bio is overpowered - think of how ridiculous you sound. Clearly bio play has the highest mechanical skill ceiling for Terran - and you have the players with the best mechanics in the world abandoning it - why do you think that is? If it's not under powered - why are the top koreans - the individuals who have the best tools to exploit its skill ceiling - not using it? They don't like winning? I'd honestly like to hear a non troll answer to this.
On Protoss - The stalker change (which I puked @ it's inception) needs to go. Please stop before you begin with "it's not a buff they shoot slower now" bullshit - everyone who plays the game at high level knows stalkers don't a move into a fight - they kite (which they can do theoretically forever vs. marines without stim - and with blink - with stim). It's hilarious in an infuriating way to deal with 2 stalkers at your nat if they get there before a bunker is up. Secondly - it now takes too few of them to 1 shot a liberator.
The disrupter - from what I can tell - the only real bullshit thing here is the fact that it is now retardedly easy to micro. I'll be honest - the lotv one actually posed a difficult micro mechanic for Protoss - which I thought was a step in the right direction - you hear Protoss players complaining (and rightfully so imo) that their units don't have a high enough micro skill ceiling - so why did Blizz decide to turn it into another "brotoss" unit?
On chrono - tbh I don't know how "broken" it is - there was a "non broken" era of Tvp with a similar chrono - you were always going to be behind on upgrades - your tech would be slower etc - but that didn't mean you had no way to win.
On the patch! Is it f*#$*#%$*ing live on NA yet or what? I keep hearing we're on day 2 we can't tell yet yadayada etc but my game has not patched since 11/21 - puls help!
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Russian Federation205 Posts
Nerf chrono = protoss cant play economically even with other races , so i think need leave chrono , but nerf stalkers .
Stalker attack speed reduce attack speed , from 1.51 to 2.11. Make upgrade in twilight concuil Adept glaives , both attack-speed increasing for stalkers and adepts . So stalkers will back their 1.51 after upgrade . ( So stalkers will not be too abused in beginning , but save their power in late game )
Disruptor im fine if will be even remooved from game , however i think the best nerf would be raise cost , to 250-200 for example ,so it will be only late-game unit which will help protoss to fight vs hardcore bio+liberators+ghosts , but will not abused in any match-ups on early stage
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On December 02 2017 01:25 DomeGetta wrote: First on the balance -
I like the infestor nerf for Tvz - it's a step in the right direction to make bio viable again (may not be enough). For those of you saying bio is overpowered - think of how ridiculous you sound. Clearly bio play has the highest mechanical skill ceiling for Terran - and you have the players with the best mechanics in the world abandoning it - why do you think that is? If it's not under powered - why are the top koreans - the individuals who have the best tools to exploit its skill ceiling - not using it? They don't like winning? I'd honestly like to hear a non troll answer to this.
You do realize that there hasn't been many pro games where the terran lost to zerg with bio bc of borrowed infestors. What i see is that terran have options to use mech or bio and they use either. Bio has been shut down bc of hydras/ling/bling.
Good example is Rogue vs Innovation series in Blizzon. Innovation used bio to get a game win.
So making changes to infestors ain't going to make bio stronger bc zerg don't depend on infestors borrowed fungal growth to clutch a win, if that's what you are implying.
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On December 02 2017 02:01 Rail_sc2 wrote: Nerf chrono = protoss cant play economically even with other races , so i think need leave chrono , but nerf stalkers . First can help is reduce attack speed , from 1.51 to 2.01 for beginning . This little nerf can change a lot . Disruptor im fine if will be even remooved from game , however i think the best nerf would be raise cost , to 250-200 for example ,so it will be only late-game unit which will help protoss to fight vs hardcore bio+liberators+ghosts , but will not abused in any match-ups on early stage
I'd be fine with that, but the thing you have to consider is that chronoboost not only helps rushes and cheese play (which, since the stalker has been buffed to idiotic levels is the most noticeable thing), but also makes skytoss switches very oppressive when banking a lot of chronos.
It'd be like if the inject ws changed to spawn 3 larvae immediatly instead of after the delay. Sure, it'd make things like ravager cheeses oppressive, but it'd also allow zerg to spawn corruptors and broodlords once the greater spire is finished which would would be very oppressive late game.
Since the mule has been nerfed at the begining of LOTV and since the inject only spawns 3 larvae, i suppose that having a HOTS-like chrono (20 secs, +50% prod) but nerfed accordingly to 40%.
But frankly the stalker buff seems overwhelming in PvT and PvP, to the point where i think that buffing counters instead of reverting it to its original state (maybe with 11-15 damage instead of 10-14) would be much more of a headache.
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On December 01 2017 23:06 deacon.frost wrote:Show nested quote +On December 01 2017 21:13 opisska wrote:On December 01 2017 18:39 deacon.frost wrote: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?! Have you tried actually playing the game? Go, give it a try and show us the OP power of the recall. 4s recall, shared cooldown across the nexuses and shares the same energy with the chrono which is a much better choice. >< in 4s my roaches about scratched the outer layers of their stalker ball. the area of effect of the spell is larger than even the range of the roaches. not using one chrono is a triviap cost for the ability to save your whole army no matter what So if this is so OP maybe you want to switch to P and show me how it's OP because I can't see it. Right now it sounds to me you're doing it wrong. Maybe a better description would help in understanding what's your problem as the recall doesn't make units immortal & the cooldown is shared via buildings .
I never said that protoss is OP as a whole. I said this one mechanics is absurd and I stand by this opinion. This kind of response doesn't make any sense, I don't wanna play Protoss. Even if it was "OP", the matchmaker will still put me at 50% winrate no matter what, there is no reason to jump races "to win", unless there is blatant imbalance and you are a top pro. The "if you don't like X being strong, switch to that race" logic is awful and you should be ashamed to have used it.
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Remember when widow mines blew themselves up when they went off? That was cool. I wonder what it would take to balance that version of the mine.
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On December 02 2017 02:12 BigRedDog wrote:Show nested quote +On December 02 2017 01:25 DomeGetta wrote: First on the balance -
I like the infestor nerf for Tvz - it's a step in the right direction to make bio viable again (may not be enough). For those of you saying bio is overpowered - think of how ridiculous you sound. Clearly bio play has the highest mechanical skill ceiling for Terran - and you have the players with the best mechanics in the world abandoning it - why do you think that is? If it's not under powered - why are the top koreans - the individuals who have the best tools to exploit its skill ceiling - not using it? They don't like winning? I'd honestly like to hear a non troll answer to this.
You do realize that there hasn't been many pro games where the terran lost to zerg with bio bc of borrowed infestors. What i see is that terran have options to use mech or bio and they use either. Bio has been shut down bc of hydras/ling/bling. Good example is Rogue vs Innovation series in Blizzon. Innovation used bio to get a game win. So making changes to infestors ain't going to make bio stronger bc zerg don't depend on infestors borrowed fungal growth to clutch a win, if that's what you are implying.
Yah I put in there that it might not be enough - but it will definitely help. The post blizzcon patch made the radius so large that getting your bio hit by a fungal is completely devastating to the fight. They made it "slow" instead of root but that has no effect on whether or not you get hit by speed banes and ultras coming at you - you will be hit and die instantly. The burrow fungal nerf is only a step in getting bio back to a viable place - most likely not the solution - it has basically no effect on mech bc you don't really use fungal vs it.
IMO they should test making ultras stunned by concussion shells again - this would punish the full retard army of pure ultra/ling/bane/corrupter off creep - would force some infestors to balance out the eco of getting that army which right now really has no answer - the ghosts being cheaper will help and the stunned energy coming back as well - but it's still really difficult to get snipes off when lings or broodlings are flooding your ghosts.
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Things is you guys want P nerf for PvT and i get that, even if i think there is also a "figure it out" part to the problem.
But so far since this patch PvZ is really unforgivable atm until i think mb d1 -m3 at least, (as a dia2-3 depending how much i play) and i think plat will get it even worse.
It's certainly acceptable but if nerfs occurs for PvT ,PvZ will be fucking boring.New recall is a big nerf in this match-up. With some diversion, you could easily one shot an hatchery & tp back, now it's another story.
I hope they buff bio in a way or another, since apparently now there is no point to using them in PvZ too, there should be room to this.
And i prefer a straight marine buff , marauder rather than reverting mine. (which is i think, a pure casual design-decision for F2P) or buffing libs.
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On December 02 2017 03:24 Kenny_mk1 wrote: Things is you guys want P nerf for PvT and i get that, even if i think there is also a "figure it out" part to the problem.
But so far since this patch PvZ is really unforgivable atm until i think mb d1 -m3 at least, (as a dia2-3 depending how much i play) and i think plat will get it even worse.
It's certainly acceptable but if nerfs occurs for PvT ,PvZ will be fucking boring.New recall is a big nerf in this match-up. With some diversion, you could easily one shot an hatchery & tp back, now it's another story.
I hope they buff bio in a way or another, since apparently now there is no point to using them in PvZ too, there should be room to this.
And i prefer a straight marine buff , marauder rather than reverting mine. (which is i think, a pure casual design-decision for F2P) or buffing libs.
LOL a marine buff, what a terrible suggestion. Also sniping a base and recalling is no different from a 3 medivac drop killing a base and boosting away. If you don't have map awareness it is your fault.
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On December 02 2017 01:04 youngjiddle wrote:Show nested quote +On December 01 2017 18:13 pvsnp wrote:On December 01 2017 16:39 youngjiddle wrote:On December 01 2017 15:57 pvsnp wrote:On December 01 2017 15:52 youngjiddle wrote:On December 01 2017 15:27 pvsnp wrote:On December 01 2017 15:21 youngjiddle wrote:On December 01 2017 14:49 Boggyb wrote:On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss. Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too. I mean, from an objective POV, Protoss has received: 1. A chrono buff–about the same over time but creates brutal timing attacks. 2. A Stalker buff–same DPS, much better earlygame and at sniping things like Stalkers were always used for anyhow 3. A Colossus-deathball buff–shreds Light now, Stalkers got buffed vs Armored and voila deathball All these are straight buffs. Yes, they have downsides but to argue that Protoss overall is weaker after the patch is pure biased bullshit, even accounting for the Oracle nerf. PvZ is questionable though Skytoss seems quite strong, Zerg seems to win its share of games. PvT on the other hand is unquestionably Protoss-favored, to the point where mech TvP has become an actual thing at the pro level out of sheer desperation. There's no denying that Protoss is in a very good spot atm, especially in PvT. Which is not to say the the meta will not evolve; Terrans might be able to come up with some new build now since the 3-minute Oracle is gone–that was just close to unstoppable. But for the moment, Protoss is absolutely favored. Hell, even the balance team explicitly announced that they are actively watching 1. Widow Mine usage post nerf 2. Stalker/Disruptor power vs Terran 3. overall effectiveness of Terran Bio 4. timings with the new Chrono Boost So I think they are having no problems whatsoever seeing through the bullshit–from any poster. No one has "argued Protoss overall is weaker after the patch". Why get so defensive in these threads. I find it extremely ignorant for anyone to say that Protoss is absolutely favored in this version of the patch after the oracle nerf, two days after the patch was released with no data to back up the claim. It is nice that the PvT winrate on aligulac is not 45% and in terran's favor. Not to mention the last aligulac rating was very skewed because of the oracle cheese. That aligulac rating had olimoleague games where terrans just GGd after the oracle flew in, haha. Apologies, I have a bad habit of editing my post repeatedly to add more stuff. You probably didn't get the chance to read the whole thing. I'm glad to see that you aren't one of those completely biased morons who do indeed think that Protoss is weaker post-4.0 (or at least claim to think, who knows what actually goes on in their heads). Find me extremely ignorant if you please, but I stand by my statement and I'm quite certain that time will prove me correct. Just sit back and watch the games, they will show the truth of it one way or another. Tbh I will be very happy if I am wrong and TvP is actually perfectly balanced. Out of curiosity, though, what do you think Terrans should be doing against Protoss? Oh and as far as data goes, Aligulac has the current PvT winrate at 56% in the Protoss favor, though the current period did start a few days before the Oracle nerf. I have also watched streams where Stats, Zest, TY, Inno, and Major declare that Protoss is strong and/or favored right now. oh no, PvT is a 56% winrate on aligulac, whatever will we do, it's not like protoss has had to deal with that exact winrate flipped many, many times throughout the year, yet no one talked about it. I'd be curious to see the "completely biased morons who do indeed think that Protoss is weaker post-4.0 " you say you have seen. And to answer your question, Terrans can make small adjustments like making more marauders because they are still great vs. stalkers and colossi are nerfed vs. them. If new stalkers are better vs. liberators, instead of liberators, vikings could work vs colossi again. After killing colossi, vikings on the ground are surprisingly really good now. However, my little ideas are just ideas you are asking me to think of. Terran can do the same old, same old and still be great, I find it laughable seeing people who cry "bio is not viable". Nobody whined about imbalance? Please. A year ago, right after 3.8, Protoss was in a similar position as Terran is now and whining the hell out of Bio/Mine/Lib pushes. And under all the whine they had a valid point, just like Terran does now. Not to mention that using past imbalance one way to justify present imbalance another way is bluntly put, petty and pathetic. As for the whole "many, many times...." thing, Aligulac shows exactly one month where the PvT winrates dipped below the Blizzard-sanctioned threshold of +/- 5% and that was immediately after 3.8. So, by "many, many" you apparently mean "once and only once." http://aligulac.com/misc/balance/Guess what 3.8 was? And how is 4.0 similar to 3.8? Gee, I wonder if there might be a connection there. I wonder if the balance team learned something from last year. I guess we will all find out soon enough seeing as the current winrates are beyond the threshold of +/- 5%. Unless the meta shifts drastically, I expect we will see a nerf to Protoss in the next month or so. Completely biased morons (from all races) can be found in amazingly high numbers here: https://us.battle.net/forums/en/sc2/40568/Bio may or may not be viable, but there's no question that between the WM nerf and all the Protoss buffs, it's significantly weaker than it used to be against Protoss. I don't consider anyone on the battlenet forums to have an IQ of above 70, sooo you're right it's just unbiased bs there for all races there. And no, the Protoss players left did not whine to the same degree, it is pretty obvious. Something else, I love watching phoenix baiting mines and splitting adepts, shutting down drops, and toss being active on the map with phoenix-adept. But look at how much whining adept-phoenix got when toss didn't even have a significant advantage in the matchup. Yet reddit whiners whined adepts were boring to watch and look, they nerfed the strategy (within a month?). Another example, how many Toss pros are known for balance whining compared to the other races. There is no denying who whines the most, haha. My favorite zerg balance whine, after neeb goes 16-2 in a tournament, " I can't help that Zerg is missing something in ZvP" - nerchio  Not quite sure what your point is about Protoss players whining. Are you saying Protoss players whine less? That seems like an extremely difficult assertion to prove. How do you even measure something like that objectively? Even if you could, how do you know it is not simply a product of fewer posters being Protoss players, or Protoss players staying off the forums, or Protoss players simply being less involved with the community? There are way too many extraneous factors to make a blanket assertion like "Protoss players are less whiny" and expect people to believe you.
With particular regard to Adept/Phoenix, the reason Adepts were nerfed so "quickly" was because they were a major issue in both PvZ and PvT. Zerg had been whining about Adepts for months before Terran joined. The Adept nerf wasn't quick at all from the Zerg perspective, the Terrans joining was just the last straw for Blizzard.
Toss pros balance whining? Well, Stats, Classic, Dear, and Zest, to name a few. About the same as all the others.
In case you haven't realized, my point is that it's an incredibly stupid claim to make that playing Protoss is somehow related to whining. People whine, in SC2 or anything else. Whether these people happen to play Protoss, Zerg, or Terran is irrelevant, and trying to make distinctions thereof is nothing more than petty tribalism. And it doesn't get much more pathetic than trying to use the race people pick to play in a videogame to claim people themselves are superior.
On December 02 2017 04:08 youngjiddle wrote:Show nested quote +On December 02 2017 03:24 Kenny_mk1 wrote: Things is you guys want P nerf for PvT and i get that, even if i think there is also a "figure it out" part to the problem.
But so far since this patch PvZ is really unforgivable atm until i think mb d1 -m3 at least, (as a dia2-3 depending how much i play) and i think plat will get it even worse.
It's certainly acceptable but if nerfs occurs for PvT ,PvZ will be fucking boring.New recall is a big nerf in this match-up. With some diversion, you could easily one shot an hatchery & tp back, now it's another story.
I hope they buff bio in a way or another, since apparently now there is no point to using them in PvZ too, there should be room to this.
And i prefer a straight marine buff , marauder rather than reverting mine. (which is i think, a pure casual design-decision for F2P) or buffing libs.
LOL a marine buff, what a terrible suggestion. Also sniping a base and recalling is no different from a 3 medivac drop killing a base and boosting away. If you don't have map awareness it is your fault. While I agree a Marine buff is a terrible idea (would break everything), the overall point is that bio needs a buff. Personally I think just reverting WM might be enough.
Also recall and dropping are hugely different, that's a false equivalence fallacy if I've ever heard one. Drops can be deflected, sniped, feedbacked, etc. They have to be unloaded one unit at a time. Medivacs are units that must be built at a cost, can be killed by enemy units, etc etc. Recall is teleportation. It's a spell that costs energy. The two are nowhere close to each other and I have no idea why anyone would think so.
Map awareness can stop a drop, because Medivacs travel from A to B–they don't teleport. Map awareness does jack shit to stop a recall, because Protoss armies do teleport. Unless by "map awareness" you mean "stay far away from all Protoss bases at all times."
Think of it this way: if both players had maphacks, how effective are drops? Not very, since it's a trivial matter to see them incoming and prepare defenses accordingly. If both players had maphacks, how effective are recalls? Well, both people know the Protoss army is not defending the base, so Terran dives in–and Protoss teleports on top of him. Hence, a false equivalence fallacy.
The Protoss analogue of a Medivac drop is WP harass–and before you start complaining that Medivacs are better, that's what asymmetry means. If you want to complain about Protoss drops being weaker, you better start complaining about Terrans not having blink Stalkers.
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On December 02 2017 05:41 pvsnp wrote:Show nested quote +On December 02 2017 01:04 youngjiddle wrote:On December 01 2017 18:13 pvsnp wrote:On December 01 2017 16:39 youngjiddle wrote:On December 01 2017 15:57 pvsnp wrote:On December 01 2017 15:52 youngjiddle wrote:On December 01 2017 15:27 pvsnp wrote:On December 01 2017 15:21 youngjiddle wrote:On December 01 2017 14:49 Boggyb wrote:On December 01 2017 14:36 youngjiddle wrote: After this patch I feel the game is in a pretty good spot.
Just ignore half the terran whine, this patch fixes the broken stuff that were actually a problem.
Something I find really ironic is before these two patches, people complained about protoss being too fragile, too technical, too many spells in one army, feeling crappy to play. Yet now people complain it's A-move again. Like make up your mind, I think it is a pretty good balance right now of amove vs micro. What's the reason for this toss hate no matter what?
Something else I don't get, now terrans on reddit want the widow mine change reverted even after people were praising it would nerf game ending moments.
When it comes to these balance discussions if feels like whoever puts forth a valid suggestion first, and claims it to be 100% true, everyone will agree. I hope the balance teams sees through the BS. Players who play Protoss have different complaints than those who play against Protoss. Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too. I mean, from an objective POV, Protoss has received: 1. A chrono buff–about the same over time but creates brutal timing attacks. 2. A Stalker buff–same DPS, much better earlygame and at sniping things like Stalkers were always used for anyhow 3. A Colossus-deathball buff–shreds Light now, Stalkers got buffed vs Armored and voila deathball All these are straight buffs. Yes, they have downsides but to argue that Protoss overall is weaker after the patch is pure biased bullshit, even accounting for the Oracle nerf. PvZ is questionable though Skytoss seems quite strong, Zerg seems to win its share of games. PvT on the other hand is unquestionably Protoss-favored, to the point where mech TvP has become an actual thing at the pro level out of sheer desperation. There's no denying that Protoss is in a very good spot atm, especially in PvT. Which is not to say the the meta will not evolve; Terrans might be able to come up with some new build now since the 3-minute Oracle is gone–that was just close to unstoppable. But for the moment, Protoss is absolutely favored. Hell, even the balance team explicitly announced that they are actively watching 1. Widow Mine usage post nerf 2. Stalker/Disruptor power vs Terran 3. overall effectiveness of Terran Bio 4. timings with the new Chrono Boost So I think they are having no problems whatsoever seeing through the bullshit–from any poster. No one has "argued Protoss overall is weaker after the patch". Why get so defensive in these threads. I find it extremely ignorant for anyone to say that Protoss is absolutely favored in this version of the patch after the oracle nerf, two days after the patch was released with no data to back up the claim. It is nice that the PvT winrate on aligulac is not 45% and in terran's favor. Not to mention the last aligulac rating was very skewed because of the oracle cheese. That aligulac rating had olimoleague games where terrans just GGd after the oracle flew in, haha. Apologies, I have a bad habit of editing my post repeatedly to add more stuff. You probably didn't get the chance to read the whole thing. I'm glad to see that you aren't one of those completely biased morons who do indeed think that Protoss is weaker post-4.0 (or at least claim to think, who knows what actually goes on in their heads). Find me extremely ignorant if you please, but I stand by my statement and I'm quite certain that time will prove me correct. Just sit back and watch the games, they will show the truth of it one way or another. Tbh I will be very happy if I am wrong and TvP is actually perfectly balanced. Out of curiosity, though, what do you think Terrans should be doing against Protoss? Oh and as far as data goes, Aligulac has the current PvT winrate at 56% in the Protoss favor, though the current period did start a few days before the Oracle nerf. I have also watched streams where Stats, Zest, TY, Inno, and Major declare that Protoss is strong and/or favored right now. oh no, PvT is a 56% winrate on aligulac, whatever will we do, it's not like protoss has had to deal with that exact winrate flipped many, many times throughout the year, yet no one talked about it. I'd be curious to see the "completely biased morons who do indeed think that Protoss is weaker post-4.0 " you say you have seen. And to answer your question, Terrans can make small adjustments like making more marauders because they are still great vs. stalkers and colossi are nerfed vs. them. If new stalkers are better vs. liberators, instead of liberators, vikings could work vs colossi again. After killing colossi, vikings on the ground are surprisingly really good now. However, my little ideas are just ideas you are asking me to think of. Terran can do the same old, same old and still be great, I find it laughable seeing people who cry "bio is not viable". Nobody whined about imbalance? Please. A year ago, right after 3.8, Protoss was in a similar position as Terran is now and whining the hell out of Bio/Mine/Lib pushes. And under all the whine they had a valid point, just like Terran does now. Not to mention that using past imbalance one way to justify present imbalance another way is bluntly put, petty and pathetic. As for the whole "many, many times...." thing, Aligulac shows exactly one month where the PvT winrates dipped below the Blizzard-sanctioned threshold of +/- 5% and that was immediately after 3.8. So, by "many, many" you apparently mean "once and only once." http://aligulac.com/misc/balance/Guess what 3.8 was? And how is 4.0 similar to 3.8? Gee, I wonder if there might be a connection there. I wonder if the balance team learned something from last year. I guess we will all find out soon enough seeing as the current winrates are beyond the threshold of +/- 5%. Unless the meta shifts drastically, I expect we will see a nerf to Protoss in the next month or so. Completely biased morons (from all races) can be found in amazingly high numbers here: https://us.battle.net/forums/en/sc2/40568/Bio may or may not be viable, but there's no question that between the WM nerf and all the Protoss buffs, it's significantly weaker than it used to be against Protoss. I don't consider anyone on the battlenet forums to have an IQ of above 70, sooo you're right it's just unbiased bs there for all races there. And no, the Protoss players left did not whine to the same degree, it is pretty obvious. Something else, I love watching phoenix baiting mines and splitting adepts, shutting down drops, and toss being active on the map with phoenix-adept. But look at how much whining adept-phoenix got when toss didn't even have a significant advantage in the matchup. Yet reddit whiners whined adepts were boring to watch and look, they nerfed the strategy (within a month?). Another example, how many Toss pros are known for balance whining compared to the other races. There is no denying who whines the most, haha. My favorite zerg balance whine, after neeb goes 16-2 in a tournament, " I can't help that Zerg is missing something in ZvP" - nerchio  Not quite sure what your point is about Protoss players whining. Are you saying Protoss players whine less? That seems like an extremely difficult assertion to prove. How do you even measure something like that objectively? Even if you could, how do you know it is not simply a product of fewer posters being Protoss players, or Protoss players staying off the forums, or Protoss players simply being less involved with the community? There are way too many extraneous factors to make a blanket assertion like "Protoss players are less whiny" and expect people to believe you. With particular regard to Adept/Phoenix, the reason Adepts were nerfed so "quickly" was because they were a major issue in both PvZ and PvT. Zerg had been whining about Adepts for months before Terran joined. The Adept nerf wasn't quick at all from the Zerg perspective, the Terrans joining was just the last straw for Blizzard. Toss pros balance whining? Well, Stats, Classic, Dear, and Zest, to name a few. About the same as all the others. In case you haven't realized, my point is that it's an incredibly stupid claim to make that playing Protoss is somehow related to whining. People whine, in SC2 or anything else. Whether these people happen to play Protoss, Zerg, or Terran is irrelevant, and trying to make distinctions thereof is nothing more than petty tribalism. Show nested quote +On December 02 2017 04:08 youngjiddle wrote:On December 02 2017 03:24 Kenny_mk1 wrote: Things is you guys want P nerf for PvT and i get that, even if i think there is also a "figure it out" part to the problem.
But so far since this patch PvZ is really unforgivable atm until i think mb d1 -m3 at least, (as a dia2-3 depending how much i play) and i think plat will get it even worse.
It's certainly acceptable but if nerfs occurs for PvT ,PvZ will be fucking boring.New recall is a big nerf in this match-up. With some diversion, you could easily one shot an hatchery & tp back, now it's another story.
I hope they buff bio in a way or another, since apparently now there is no point to using them in PvZ too, there should be room to this.
And i prefer a straight marine buff , marauder rather than reverting mine. (which is i think, a pure casual design-decision for F2P) or buffing libs.
LOL a marine buff, what a terrible suggestion. Also sniping a base and recalling is no different from a 3 medivac drop killing a base and boosting away. If you don't have map awareness it is your fault. While I agree a Marine buff is a terrible idea (would break everything), the overall point is that bio needs a buff. Personally I think just reverting WM might be enough. Also recall and dropping are hugely different, that's a false equivalence fallacy if I've ever heard one. Drops can be deflected, sniped, feedbacked, etc. They have to be unloaded one unit at a time. Medivacs are units that must be built at a cost, can be killed by enemy units, etc etc. Recall is teleportation. It's a spell that costs energy. The two are nowhere close to each other and I have no idea why anyone would think so. The Protoss analogue of a Medivac drop is WP harass.
Nerfing the widow mine has given a breath of fresh air to Protoss openings in PvT, so I can understand why Blizzard is reluctant to just return to the previous status quo. Especially since Protoss openings in PvZ are very limited too.
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On December 02 2017 05:50 ZigguratOfUr wrote:Show nested quote +On December 02 2017 05:41 pvsnp wrote:On December 02 2017 01:04 youngjiddle wrote:On December 01 2017 18:13 pvsnp wrote:On December 01 2017 16:39 youngjiddle wrote:On December 01 2017 15:57 pvsnp wrote:On December 01 2017 15:52 youngjiddle wrote:On December 01 2017 15:27 pvsnp wrote:On December 01 2017 15:21 youngjiddle wrote:On December 01 2017 14:49 Boggyb wrote: [quote] Players who play Protoss have different complaints than those who play against Protoss. Just a thought. Anyone who says protoss is amove like it was in the past is delusional and probably hypocritical at calling things amove when their race is just the same. reminder being "amove" isn't a bad thing too. I mean, from an objective POV, Protoss has received: 1. A chrono buff–about the same over time but creates brutal timing attacks. 2. A Stalker buff–same DPS, much better earlygame and at sniping things like Stalkers were always used for anyhow 3. A Colossus-deathball buff–shreds Light now, Stalkers got buffed vs Armored and voila deathball All these are straight buffs. Yes, they have downsides but to argue that Protoss overall is weaker after the patch is pure biased bullshit, even accounting for the Oracle nerf. PvZ is questionable though Skytoss seems quite strong, Zerg seems to win its share of games. PvT on the other hand is unquestionably Protoss-favored, to the point where mech TvP has become an actual thing at the pro level out of sheer desperation. There's no denying that Protoss is in a very good spot atm, especially in PvT. Which is not to say the the meta will not evolve; Terrans might be able to come up with some new build now since the 3-minute Oracle is gone–that was just close to unstoppable. But for the moment, Protoss is absolutely favored. Hell, even the balance team explicitly announced that they are actively watching 1. Widow Mine usage post nerf 2. Stalker/Disruptor power vs Terran 3. overall effectiveness of Terran Bio 4. timings with the new Chrono Boost So I think they are having no problems whatsoever seeing through the bullshit–from any poster. No one has "argued Protoss overall is weaker after the patch". Why get so defensive in these threads. I find it extremely ignorant for anyone to say that Protoss is absolutely favored in this version of the patch after the oracle nerf, two days after the patch was released with no data to back up the claim. It is nice that the PvT winrate on aligulac is not 45% and in terran's favor. Not to mention the last aligulac rating was very skewed because of the oracle cheese. That aligulac rating had olimoleague games where terrans just GGd after the oracle flew in, haha. Apologies, I have a bad habit of editing my post repeatedly to add more stuff. You probably didn't get the chance to read the whole thing. I'm glad to see that you aren't one of those completely biased morons who do indeed think that Protoss is weaker post-4.0 (or at least claim to think, who knows what actually goes on in their heads). Find me extremely ignorant if you please, but I stand by my statement and I'm quite certain that time will prove me correct. Just sit back and watch the games, they will show the truth of it one way or another. Tbh I will be very happy if I am wrong and TvP is actually perfectly balanced. Out of curiosity, though, what do you think Terrans should be doing against Protoss? Oh and as far as data goes, Aligulac has the current PvT winrate at 56% in the Protoss favor, though the current period did start a few days before the Oracle nerf. I have also watched streams where Stats, Zest, TY, Inno, and Major declare that Protoss is strong and/or favored right now. oh no, PvT is a 56% winrate on aligulac, whatever will we do, it's not like protoss has had to deal with that exact winrate flipped many, many times throughout the year, yet no one talked about it. I'd be curious to see the "completely biased morons who do indeed think that Protoss is weaker post-4.0 " you say you have seen. And to answer your question, Terrans can make small adjustments like making more marauders because they are still great vs. stalkers and colossi are nerfed vs. them. If new stalkers are better vs. liberators, instead of liberators, vikings could work vs colossi again. After killing colossi, vikings on the ground are surprisingly really good now. However, my little ideas are just ideas you are asking me to think of. Terran can do the same old, same old and still be great, I find it laughable seeing people who cry "bio is not viable". Nobody whined about imbalance? Please. A year ago, right after 3.8, Protoss was in a similar position as Terran is now and whining the hell out of Bio/Mine/Lib pushes. And under all the whine they had a valid point, just like Terran does now. Not to mention that using past imbalance one way to justify present imbalance another way is bluntly put, petty and pathetic. As for the whole "many, many times...." thing, Aligulac shows exactly one month where the PvT winrates dipped below the Blizzard-sanctioned threshold of +/- 5% and that was immediately after 3.8. So, by "many, many" you apparently mean "once and only once." http://aligulac.com/misc/balance/Guess what 3.8 was? And how is 4.0 similar to 3.8? Gee, I wonder if there might be a connection there. I wonder if the balance team learned something from last year. I guess we will all find out soon enough seeing as the current winrates are beyond the threshold of +/- 5%. Unless the meta shifts drastically, I expect we will see a nerf to Protoss in the next month or so. Completely biased morons (from all races) can be found in amazingly high numbers here: https://us.battle.net/forums/en/sc2/40568/Bio may or may not be viable, but there's no question that between the WM nerf and all the Protoss buffs, it's significantly weaker than it used to be against Protoss. I don't consider anyone on the battlenet forums to have an IQ of above 70, sooo you're right it's just unbiased bs there for all races there. And no, the Protoss players left did not whine to the same degree, it is pretty obvious. Something else, I love watching phoenix baiting mines and splitting adepts, shutting down drops, and toss being active on the map with phoenix-adept. But look at how much whining adept-phoenix got when toss didn't even have a significant advantage in the matchup. Yet reddit whiners whined adepts were boring to watch and look, they nerfed the strategy (within a month?). Another example, how many Toss pros are known for balance whining compared to the other races. There is no denying who whines the most, haha. My favorite zerg balance whine, after neeb goes 16-2 in a tournament, " I can't help that Zerg is missing something in ZvP" - nerchio  Not quite sure what your point is about Protoss players whining. Are you saying Protoss players whine less? That seems like an extremely difficult assertion to prove. How do you even measure something like that objectively? Even if you could, how do you know it is not simply a product of fewer posters being Protoss players, or Protoss players staying off the forums, or Protoss players simply being less involved with the community? There are way too many extraneous factors to make a blanket assertion like "Protoss players are less whiny" and expect people to believe you. With particular regard to Adept/Phoenix, the reason Adepts were nerfed so "quickly" was because they were a major issue in both PvZ and PvT. Zerg had been whining about Adepts for months before Terran joined. The Adept nerf wasn't quick at all from the Zerg perspective, the Terrans joining was just the last straw for Blizzard. Toss pros balance whining? Well, Stats, Classic, Dear, and Zest, to name a few. About the same as all the others. In case you haven't realized, my point is that it's an incredibly stupid claim to make that playing Protoss is somehow related to whining. People whine, in SC2 or anything else. Whether these people happen to play Protoss, Zerg, or Terran is irrelevant, and trying to make distinctions thereof is nothing more than petty tribalism. On December 02 2017 04:08 youngjiddle wrote:On December 02 2017 03:24 Kenny_mk1 wrote: Things is you guys want P nerf for PvT and i get that, even if i think there is also a "figure it out" part to the problem.
But so far since this patch PvZ is really unforgivable atm until i think mb d1 -m3 at least, (as a dia2-3 depending how much i play) and i think plat will get it even worse.
It's certainly acceptable but if nerfs occurs for PvT ,PvZ will be fucking boring.New recall is a big nerf in this match-up. With some diversion, you could easily one shot an hatchery & tp back, now it's another story.
I hope they buff bio in a way or another, since apparently now there is no point to using them in PvZ too, there should be room to this.
And i prefer a straight marine buff , marauder rather than reverting mine. (which is i think, a pure casual design-decision for F2P) or buffing libs.
LOL a marine buff, what a terrible suggestion. Also sniping a base and recalling is no different from a 3 medivac drop killing a base and boosting away. If you don't have map awareness it is your fault. While I agree a Marine buff is a terrible idea (would break everything), the overall point is that bio needs a buff. Personally I think just reverting WM might be enough. Also recall and dropping are hugely different, that's a false equivalence fallacy if I've ever heard one. Drops can be deflected, sniped, feedbacked, etc. They have to be unloaded one unit at a time. Medivacs are units that must be built at a cost, can be killed by enemy units, etc etc. Recall is teleportation. It's a spell that costs energy. The two are nowhere close to each other and I have no idea why anyone would think so. The Protoss analogue of a Medivac drop is WP harass. Nerfing the widow mine has given a breath of fresh air to Protoss openings in PvT, so I can understand why Blizzard is reluctant to just return to the previous status quo. Especially since Protoss openings in PvZ are very limited too. That's perfectly understandable, but in that case bio needs a different buff. Perhaps a reduction to Stim research time?
I have no idea what Blizzard will decide on, but I don't doubt they will decide on something unless Terrans manage to come up with some revolutionary new style of TvP. Problem is, the simple math of SC2 earlygame means options are always limited and I for one cannot see a way out for Terran.
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Like many others said, the ghost change is good but the cyclone is still gimicky and the widow mine is a favorite unit to hate by most, i feel like the general game design of a unit shouldnt make a vast amount of people angry...?
1. Remove widow mine from the game 2. Make cyclone auto attack air and remove gimicky lockon with cooldown 3. Make cyclone lay spider mines (yes, spider) with an upgrade 4. Adjust cyclone base stats to balance 2 and 3 5. Profit
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On December 02 2017 04:08 youngjiddle wrote:
LOL a marine buff, what a terrible suggestion. Also sniping a base and recalling is no different from a 3 medivac drop killing a base and boosting away. If you don't have map awareness it is your fault.
Yes of course.
In the current situation marauders going back to 1 attack is a possibility.
And i think bio could be straight buffed HP/Attack/armor if it' almost not played in any match up anymore.
For this reason marauders buff is'nt my fav solution, but it is'nt out of the way.
Better than reverting mine revelation which was just counting of hole of detection to completely throw off games, and still count on chance even sometimes at best level if it's not the only thing going on. Way less cool than 3 medivac (300 300 just for them) killing tech.
It's the way low T can take advantage vs low P, and same in PvZ, where flooding is much easier and Z reading is much easier.
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Im all for reverting Marauders double attack back to a single attack. Thats the least that can be done to make bio a little bit better. I do not think thats enough though. Stim cant be changed to a faster research im afraid. That would probably cause a lot of problems in all matchups.
Ill wait and see what the current changes do with drilling claws being so cheap etc. but i think widow mines should be cheaper if they uncloak after one shot. They will always get killed in a battle now once they shoot. So you are paying quite a lot for a unit that might only snipe a single ling and then die.
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I don't think Blizzard can revert the Widow Mine change without reverting the nerf that Oracles just received. Stargate openings are probably not viable in PvT at the moment, so if Widow Mines continue to be cloaked, Protoss players have to open Robo or play with fire. That's absolutely not acceptable.
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3 raxx reaper feels like a good bio opening for TvP
3 reapers > 1 stalker
reapers force the stalkers to stay at home
mass reapers can scout proxies fast and kill proxy pylons
lots of bio infrastructure up early
3 raxx 2nd command center 4th & 5th raxx 3rd command center factory
yep, very late medivacs, but you get all your techlab upgrades very early
GuMiho was doing this build in HotS with some success. overcharged pylons made it obsolete.
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As someone occasionally reading these balance threads, I am not satisfied with this new update. It was communicated that these changes were planned sometime around the mid of november. In the related thread there were very sensible ponts made about Blizzards suggestions and none of them were considered, now (atleast) 2 weeks later. They just introduced the changes as they planned to from the beginning, not listening properly. All the changes before have been sensible, but here I think some changes are just coverups of deeper problems. (Especially talking about triple nerf of the Infestor and early Oracle problem being caused by stacking of the fast&short chrono, which also shows in other areas)
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Reverting Marauder to one attack, which is a great buff for bio, will mean they must revert Ultralisk nerf. Thennew Marauder would wreck Ultras even with max armour upgrades. It would be back to shitty unit like it was before LOTV.
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On December 02 2017 18:52 hiroshOne wrote: Reverting Marauder to one attack, which is a great buff for bio, will mean they must revert Ultralisk nerf. The new Marauder would wreck Ultras even with max armour upgrades. It would be back to shitty unit like it was before LOTV.
yeah this seems reasonable even with 8armor Ultras the Marauder will deal 3 more dmg per shot than now.
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buff marauders, only mineral mine, it's obviously things.
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On December 02 2017 21:43 MrWayne wrote:Show nested quote +On December 02 2017 18:52 hiroshOne wrote: Reverting Marauder to one attack, which is a great buff for bio, will mean they must revert Ultralisk nerf. The new Marauder would wreck Ultras even with max armour upgrades. It would be back to shitty unit like it was before LOTV. yeah this seems reasonable even with 8armor Ultras the Marauder will deal 3 more dmg per shot than now.
but is the overall marine +maurder bio ball dps higher or lower? marines go back to doing 1 dmg a hit vs 8 armor ultras. Idk if having 1 attack marauder vs 8 Armour ultra is better or worse than it is now.
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I think merging mech weapons and ship weapons upgrades would solve much of the problems in TvZ and TvP.
It would benefit both bio and mech and it would have the most impact where Terran struggles the most, which is late game.
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On December 03 2017 03:45 MockHamill wrote: I think merging mech weapons and ship weapons upgrades would solve much of the problems in TvZ and TvP.
It would benefit both bio and mech and it would have the most impact where Terran struggles the most, which is late game.
that could work But I would prefer to see some kind of bio midgame buffs, I think that not only would this be the right buff for terran but I'm hoping that we could get tvz back to the interesting midgame we used to have. Right now the bio vs ling bane hydra midgame is very stale, maybe terran try's to threaten a drop or clear a little creep but for the most part lingbane hydra is so strong defensively in the midgame that top terrans cant find any holes to do meaningful dmg. This is leading to bio vs zerg games all coming down to a pre ultra tank push that outright decides the outcome of the game, I think for the sake of keeping the match up interesting and interactive blizzard needs to bring back midgame interaction, Either bio needs tools that lets it be threatening in the mid game again or terran needs to be stronger in late game so that zerg has to do something in the mid game to be stable latter on. Right now the problem is that for the most part zerg has it both ways vs bio. They are strong in the mid game, and strong in the late game. there are only 2 times in the game that Terran has a meaningful enough advantage that they can push the zerg.
1. Early game 1-1-1 timing attacks to punish greed: Terrans have helbat timings, banshee hellion pressure, the problem with these kind of builds is that they transition fairly poorly into bio compared to mech. Bio upgrades like stim start very late when opening 1-1-1 and therefore terran MUST do dmg at this time if they want to both go 1-1-1 and play bio since the bio followup from a 1-1-1 takes a very long time to get going.
2. prehive tank pushes with bio: This is the only other time terran has a window, if terran has a high tank count they can hit a 2-2 timing right as hive finishes. The problem is that every zerg knows that terran has to push at this timing if they are going bio so Its a very predictable attack. Generally when zerg know something is coming 100% of the time they can hold it unless they are already behind. Since zergs right now rarely are behind vs a bio player due to the weakness of 1-1-1 paired with bio this attack is very hold able.
Terran can definitely win games with these type of strategies but they are very one dimensional and that why bio is falling out of favor, against really good zergs terran rarely can win with bio when zerg knows exactly when bio player can push and what units they will have with there push.There is no ambiguity about the second bio timing so zerg just usually has enough to stop it. I think there are 5 solutions to this problem
1. Midgame bio buffs: I'm not sure what would need to be done and how you would do it without breaking other parts of the game but making changes that allow terran to more consistently do meaningful mid game attacks and harass vs ling bane hydra would really improve things. If terran could be consistently threatening like they were before queen range buff and reaper nerfs than midgame would be intersting agian. I wish that something would enable this kind of play again because from both a player and spectator perspective the game is alot more fun when there is consistent meaningful interaction between the players rather than both players clashing once sitting in there base than deciding the game in one big fight.
2. Late game Bio buffs. In the past Zerg late game strength was more justified. It was very possible as a bio terran to "kill them before they get there." However since Zerg midgame is now stronger than terran midgame I don't see why zerg should also be superior in the late game vs bio. Perhaps Terran should be the one zerg needs to "kill before they get there". If the dynamic of the match up was reversed than we could see consistent interaction the other way, zerg trying to stop terran from reaching an unstoppable late game and terran defending. Zerg should not have it both ways vs bio they should not both be stronger in the midgame and have a superior late game because this leaves Terran with only timing attacks to balance things out. When a match up revolves completely around 2 timings it becomes stagnant and one dimensional. If this aproach was taken far enough it might even be justifiable to buff zerg midgame even harder while buffing terran late game so we get the reveres of how things work now with terran attacking to stop zerg from getting to strong. Maybe a way to do this is to give terran bio very expensive lv 4 attack and armor upgrades that require 3-3 and a fusion core. Imagine a world where once reaching hive and ultras the burden is on the zerg player to do some kind of dmg before terran can get nearly unstoppable 4-4 marine marauder medivac liberator ghost armies some other kind of powerful late game upgrade or late game bio oriented unit buff could also fill this role.
3.zerg scouting nerfs. Another possibility is to nerf zergs ability to scout Terran consistently this would keep the current match up dynamic, which I think most players dont find interesting but at least 1-1-1 timings would be more powerful. If terran had. 1. better tools to deny overlord positioned on ledges and overlord spots. and 2. zerg overlord speed moved to lair tech, than Terran could play very allin styles with a higher % chance of winning vs competent opponents. This would probably balance win rates but I don't think it would be a healthy direction for the game. We don't want the majority of games to be consistently decided by if zerg guesses what cheesy bs Terran is going to do to them. This might at least make zerg play abit safer though which could also improve the midgame situation.
4.revert hydra and baneling buffs this would bring us back to pre 3.0 ballance except that 3 rax reaper and 2-1-1 are worse. At least we might get to see some lbm vs mmm games again. the problem with this is it might be to severe a balance shift in zvp.
5. Acknowledge that bio Is officially a dead/ only for fun style and focus exclusively on balancing mech terran vs zerg. Alot of terran and zerg players will hate this change but this is the path we are on currently. Terran mech is the more valid style and therefore if things continue they way they are going terran mech vs zerg will have to be as balanced as bio vs zerg used to be. Several changes and tweeks will need to be made to make mech strong enough with the raven changes but over time I'm sure blizzard would be able to get mech vs zerg to a good state of balance.
I think for match up health the dev team needs to pick one of these approaches and than balance accordingly so that both sides have a decent shot at wining as it is now bio vs zerg just no longer gives Terran consistent enough opportunities for top tier terrans to use it except as some kind of suprise/map specific plastyle.
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WESG and GSL qualifiers coming up in a few weeks, hopefully the meta will be stable and balanced by then–one way or another.
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I wonder if giving Terran a long, expensive upgrade on the Fusion Core to change tech labs/reactors into tech reactors would help issues with Terran transitions in late game without allowing for super imbalanced cheeses/mid-game pushes. If needed for balance, each could have to be manually upgraded after the upgrade unlocked the option.
Ideally that would lead to late game Battlecruiser transitions in professional games. The unit is too hype to see almost no play.
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On December 03 2017 05:51 Boggyb wrote: I wonder if giving Terran a long, expensive upgrade on the Fusion Core to change tech labs/reactors into tech reactors would help issues with Terran transitions in late game without allowing for super imbalanced cheeses/mid-game pushes. If needed for balance, each could have to be manually upgraded after the upgrade unlocked the option.
Ideally that would lead to late game Battlecruiser transitions in professional games. The unit is too hype to see almost no play. This is an interesting idea. A long and expensive upgrade that makes it so that reactors and tech labs can be converted into tech-reactors. This would indeed make the late game production of terran a lot better/easier. All those marine spewing barracks can now make ghost/marauder without adding 4 more barracks with tech labs instead of reactors. 6 liberators at a time can become BC mass production without the gas sink of extra starports. I like this idea!
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On December 03 2017 05:51 Boggyb wrote: I wonder if giving Terran a long, expensive upgrade on the Fusion Core to change tech labs/reactors into tech reactors would help issues with Terran transitions in late game without allowing for super imbalanced cheeses/mid-game pushes. If needed for balance, each could have to be manually upgraded after the upgrade unlocked the option.
Ideally that would lead to late game Battlecruiser transitions in professional games. The unit is too hype to see almost no play.
Fuck no. That's what people said about carriers. If battlecruisers were common currency they'd be as hated if not more hated than skytoss.
On December 03 2017 03:45 MockHamill wrote: I think merging mech weapons and ship weapons upgrades would solve much of the problems in TvZ and TvP.
It would benefit both bio and mech and it would have the most impact where Terran struggles the most, which is late game.
As long as you're fine with bio never being seen in TvZ again. Mech would benefit of this many times more than bio would.
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On December 03 2017 10:39 ZigguratOfUr wrote:Show nested quote +On December 03 2017 05:51 Boggyb wrote: I wonder if giving Terran a long, expensive upgrade on the Fusion Core to change tech labs/reactors into tech reactors would help issues with Terran transitions in late game without allowing for super imbalanced cheeses/mid-game pushes. If needed for balance, each could have to be manually upgraded after the upgrade unlocked the option.
Ideally that would lead to late game Battlecruiser transitions in professional games. The unit is too hype to see almost no play. Fuck no. That's what people said about carriers. If battlecruisers were common currency they'd be as hated if not more hated than skytoss. Show nested quote +On December 03 2017 03:45 MockHamill wrote: I think merging mech weapons and ship weapons upgrades would solve much of the problems in TvZ and TvP.
It would benefit both bio and mech and it would have the most impact where Terran struggles the most, which is late game. As long as you're fine with bio never being seen in TvZ again. Mech would benefit of this many times more than bio would.
Both of these statements are spot on. The last thing this game needs is for super powerful air units to be easy to produce, as if Skytoss isn't frustrating enough to play against already.
And they did the upgrades merger before, correct me if I'm wrong but I recall mech becoming pretty OP and they reverted the changes.
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Infestor nerfs are years over due but better late than never
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Ghost's Steady Targeting will return 100% energy when interrupted. Smart Servos cost reduced from 150 Minerals / 150 Vespene Gas to 100/100. Rapid Fire Launchers cost reduced from 150/150 to 75/75. Ghost cost changed from 200/100 to 150/125. Drilling Claws cost reduced from 150/150 to 75/75.
I don t see any reason to reduce some upgrades to 75/75 while it will be easier to reduce to 100/100.... It doesn t matter, but it proves balance team is touching mecanics in a blind mode..
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On December 04 2017 02:26 the_last_terran1 wrote:Show nested quote + Ghost's Steady Targeting will return 100% energy when interrupted. Smart Servos cost reduced from 150 Minerals / 150 Vespene Gas to 100/100. Rapid Fire Launchers cost reduced from 150/150 to 75/75. Ghost cost changed from 200/100 to 150/125. Drilling Claws cost reduced from 150/150 to 75/75. I don t see any reason to reduce some upgrades to 75/75 while it will be easier to reduce to 100/100.... It doesn t matter, but it proves balance team is touching mecanics in a blind mode..
I don't understand why you are unhappy it's 75/75? Dot you not like widowmine because they cost 75/25 or tanks 150/125? What about roaches and there 75/25 cost? Blizzard made it 75/75 because it's cheaper than 100/100, I think we can deal with costs being in steps of 25 on other things besides units just fine.
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On December 02 2017 08:34 FanaticCZ wrote: Ill wait and see what the current changes do with drilling claws being so cheap etc. but i think widow mines should be cheaper if they uncloak after one shot. They will always get killed in a battle now once they shoot. So you are paying quite a lot for a unit that might only snipe a single ling and then die.
Banelings don't cloak and shoot while costing 50/25 each. They will definitely die when hitting an enemy unlike uncloaked widow mine. I don't see why widow mines should be as cheap as banelings or even cheaper.
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On December 03 2017 12:18 jpg06051992 wrote:Show nested quote +On December 03 2017 10:39 ZigguratOfUr wrote:On December 03 2017 05:51 Boggyb wrote: I wonder if giving Terran a long, expensive upgrade on the Fusion Core to change tech labs/reactors into tech reactors would help issues with Terran transitions in late game without allowing for super imbalanced cheeses/mid-game pushes. If needed for balance, each could have to be manually upgraded after the upgrade unlocked the option.
Ideally that would lead to late game Battlecruiser transitions in professional games. The unit is too hype to see almost no play. Fuck no. That's what people said about carriers. If battlecruisers were common currency they'd be as hated if not more hated than skytoss. On December 03 2017 03:45 MockHamill wrote: I think merging mech weapons and ship weapons upgrades would solve much of the problems in TvZ and TvP.
It would benefit both bio and mech and it would have the most impact where Terran struggles the most, which is late game. As long as you're fine with bio never being seen in TvZ again. Mech would benefit of this many times more than bio would. Both of these statements are spot on. The last thing this game needs is for super powerful air units to be easy to produce, as if Skytoss isn't frustrating enough to play against already. And they did the upgrades merger before, correct me if I'm wrong but I recall mech becoming pretty OP and they reverted the changes. Mech wasn't op because of the upgrades. The patch that merged upgrades happened in late 2013 and mech was still rarely played until mid 2015.
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On December 03 2017 03:07 washikie wrote:Show nested quote +On December 02 2017 21:43 MrWayne wrote:On December 02 2017 18:52 hiroshOne wrote: Reverting Marauder to one attack, which is a great buff for bio, will mean they must revert Ultralisk nerf. The new Marauder would wreck Ultras even with max armour upgrades. It would be back to shitty unit like it was before LOTV. yeah this seems reasonable even with 8armor Ultras the Marauder will deal 3 more dmg per shot than now. but is the overall marine +maurder bio ball dps higher or lower? marines go back to doing 1 dmg a hit vs 8 armor ultras. Idk if having 1 attack marauder vs 8 Armour ultra is better or worse than it is now.
I did some math. I compared the current marine/marauder bio ball vs Ultras with the buffed marauder bio ball vs 8 armor ultra, I also assumed the terran player to produce his bio out of 8 Barracks and always stimming his bio.
when producing out of 4 tech labs and 4 Reactors the new bio ball would have 97% of the current bio balls dps vs ultras. when producing out of 5 tach labs and 3 Reactors the new bio ball would have 105% ot the current bio balls dps vs ultras. Also the attack animation of the buffed marauder will be shorter and therefore better to micro.
If you factor in the changes to investors and Ghosts in this patch, bio will be a lot better vs Ultra based compositions than before 4.0
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I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance.
Some of the more reasonable suggestions I've seen: 1. Reduce chrono to 50-75% and extend duration accordingly. So it keeps macro strength while nerfing cheese/timings. 2. Reduce stalkers' bonus against armored units. So they don't counter their own counters. 3. Increase SB cost to 100/25. So they can't be massed as easily.
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On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance.
It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game.
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On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance.
My point is not that TvZ favors Zerg, i actually think T Mech has an edge over Zerg right now, I want bio to become the standard composition vs Zerg again.
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On December 04 2017 05:37 ZigguratOfUr wrote:Show nested quote +On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game. What I said is an oversimplification, that's true enough. I think it is useful for conveying the point though.
That being the case, I would definitely favor nerfing Protoss over buffing bio since bio is well, bio. There is a reason marines have never been touched since 2010. Moreover the whole point of bio is that it scales really, really well, so any buffs to earlygame bio have a frightening snowball potential.
I would argue that Terran is the least flexible out of all the races, especially with regard to its core units. It's always either marines/marauders + splash or tanks + meatshield, and if neither of those work (as is the case against Protoss right now), Terran can't really do much of anything to change that. Changes to the Terran meta are essentially limited to the boolean "bio" or "mech" so when the meta is favored against them, the Terran coping strategy is to basically take a beating until Blizzard finally notices and doles out some buffs.
On December 04 2017 05:44 MrWayne wrote:Show nested quote +On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. My point is not that TvZ favors Zerg, i actually think T Mech has an edge over Zerg right now, I want bio to become the standard composition vs Zerg again. While I too would love to see bio make a comeback, I am skeptical of Blizzard's approach to the whole bio-mech balancing act. They've tried so hard to make mech viable and the only real result has been the death of bio.
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On December 04 2017 05:49 pvsnp wrote:Show nested quote +On December 04 2017 05:37 ZigguratOfUr wrote:On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game. What I said is an oversimplification, that's true enough. That being the case, I would definitely favor nerfing Protoss over buffing bio since bio is well, bio. There is a reason marines have never been touched since 2010. Moreover the whole point of bio is that it scales really, really well, so any buffs to earlygame bio have a frightening snowball potential. I would argue that Terran is the least flexible out of all the races, especially with regard to its core units. It's always either marines/marauders + splash or tanks + meatshield, and if neither of those work (as is the case against Protoss right now), Terran can't really do much of anything to change that.
Bio being too weak is a design concern for TvZ though. And design concerns should always trump balance concerns. That bio is underpowered against Protoss is a balance concern, but it's something that can be and will be fixed by tweaking numbers and stuff (Olimoleague 108 while not statistically significant by any means, was certainly encouraging about the effects of 4.0.2 on the match-up). Whereas if Blizzard misses its window we'll get a year of mech TvZ. The balance of PvT in the immediate future is of secondary importance to that.
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On December 04 2017 06:00 ZigguratOfUr wrote:Show nested quote +On December 04 2017 05:49 pvsnp wrote:On December 04 2017 05:37 ZigguratOfUr wrote:On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game. What I said is an oversimplification, that's true enough. That being the case, I would definitely favor nerfing Protoss over buffing bio since bio is well, bio. There is a reason marines have never been touched since 2010. Moreover the whole point of bio is that it scales really, really well, so any buffs to earlygame bio have a frightening snowball potential. I would argue that Terran is the least flexible out of all the races, especially with regard to its core units. It's always either marines/marauders + splash or tanks + meatshield, and if neither of those work (as is the case against Protoss right now), Terran can't really do much of anything to change that. Bio being too weak is a design concern for TvZ though. And design concerns should always trump balance concerns. That bio is underpowered against Protoss is a balance concern, but it's something that can be and will be fixed by tweaking numbers and stuff (Olimoleague 108 while not statistically significant by any means, was certainly encouraging about the effects of 4.0.2 on the match-up). Whereas if Blizzard misses its window we'll get a year of mech TvZ. The balance of PvT in the immediate future is of secondary importance to that. Weak bio in TvZ is a design concern? I beg to differ.
In fact, I would argue that a single change could instantly return bio to the TvZ meta. That being, reduce Queen AA range back to 7. It is the inability to prevent Zerg from easily getting to lategame that killed bio in the MU. As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era.
Either that, or reduce hydra health back to 80. But this change would have some major side effects in ZvP, so I would prefer the first. Tbh, the TvZ meta in the first half of 2017 was amazing, before hydras came along. I wonder if the game might just be better served by nerfing hydras anyway and then figuring out what buff to replace them.
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On December 04 2017 06:08 pvsnp wrote:Show nested quote +On December 04 2017 06:00 ZigguratOfUr wrote:On December 04 2017 05:49 pvsnp wrote:On December 04 2017 05:37 ZigguratOfUr wrote:On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game. What I said is an oversimplification, that's true enough. That being the case, I would definitely favor nerfing Protoss over buffing bio since bio is well, bio. There is a reason marines have never been touched since 2010. Moreover the whole point of bio is that it scales really, really well, so any buffs to earlygame bio have a frightening snowball potential. I would argue that Terran is the least flexible out of all the races, especially with regard to its core units. It's always either marines/marauders + splash or tanks + meatshield, and if neither of those work (as is the case against Protoss right now), Terran can't really do much of anything to change that. Bio being too weak is a design concern for TvZ though. And design concerns should always trump balance concerns. That bio is underpowered against Protoss is a balance concern, but it's something that can be and will be fixed by tweaking numbers and stuff (Olimoleague 108 while not statistically significant by any means, was certainly encouraging about the effects of 4.0.2 on the match-up). Whereas if Blizzard misses its window we'll get a year of mech TvZ. The balance of PvT in the immediate future is of secondary importance to that. Weak bio in TvZ is a design concern? I beg to differ. In fact, I would argue that a single change could instantly return bio to the TvZ meta. That being, reduce Queen AA range back to 7. It is the inability to prevent Zerg from easily getting to lategame that killed bio in the MU. As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Either that, or reduce hydra health back to 80. But this change would have some major side effects in ZvP, so I would prefer the first.
I'd be fine with Hydralisks becoming a bit more fine tuned and less well rounded in the meta, currently it's pretty much never a bad idea to build them in any army comp and in any match up when they still don't fill the role of Zerg not having any highly mobile ground based anti-air, they get wrecked by phoenix and Oracle due to being light, they do decent vs. Void Rays but not en mass and they get stomped by Carriers.
Maybe revert Hydra health back to 80 and give them + dmg to air units? extra range vs air?
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On December 04 2017 06:16 jpg06051992 wrote:Show nested quote +On December 04 2017 06:08 pvsnp wrote:On December 04 2017 06:00 ZigguratOfUr wrote:On December 04 2017 05:49 pvsnp wrote:On December 04 2017 05:37 ZigguratOfUr wrote:On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game. What I said is an oversimplification, that's true enough. That being the case, I would definitely favor nerfing Protoss over buffing bio since bio is well, bio. There is a reason marines have never been touched since 2010. Moreover the whole point of bio is that it scales really, really well, so any buffs to earlygame bio have a frightening snowball potential. I would argue that Terran is the least flexible out of all the races, especially with regard to its core units. It's always either marines/marauders + splash or tanks + meatshield, and if neither of those work (as is the case against Protoss right now), Terran can't really do much of anything to change that. Bio being too weak is a design concern for TvZ though. And design concerns should always trump balance concerns. That bio is underpowered against Protoss is a balance concern, but it's something that can be and will be fixed by tweaking numbers and stuff (Olimoleague 108 while not statistically significant by any means, was certainly encouraging about the effects of 4.0.2 on the match-up). Whereas if Blizzard misses its window we'll get a year of mech TvZ. The balance of PvT in the immediate future is of secondary importance to that. Weak bio in TvZ is a design concern? I beg to differ. In fact, I would argue that a single change could instantly return bio to the TvZ meta. That being, reduce Queen AA range back to 7. It is the inability to prevent Zerg from easily getting to lategame that killed bio in the MU. As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Either that, or reduce hydra health back to 80. But this change would have some major side effects in ZvP, so I would prefer the first. I'd be fine with Hydralisks becoming a bit more fine tuned and less well rounded in the meta, currently it's pretty much never a bad idea to build them in any army comp and in any match up when they still don't fill the role of Zerg not having any highly mobile ground based anti-air, they get wrecked by phoenix and Oracle due to being light, they do decent vs. Void Rays but not en mass and they get stomped by Carriers. Maybe revert Hydra health back to 80 and give them + dmg to air units? extra range vs air? Hydras are basically Zerg Marines at this point. Except no Terran is still using Marines, and every Zerg is still using Hydras.
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On December 04 2017 06:18 pvsnp wrote:Show nested quote +On December 04 2017 06:16 jpg06051992 wrote:On December 04 2017 06:08 pvsnp wrote:On December 04 2017 06:00 ZigguratOfUr wrote:On December 04 2017 05:49 pvsnp wrote:On December 04 2017 05:37 ZigguratOfUr wrote:On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game. What I said is an oversimplification, that's true enough. That being the case, I would definitely favor nerfing Protoss over buffing bio since bio is well, bio. There is a reason marines have never been touched since 2010. Moreover the whole point of bio is that it scales really, really well, so any buffs to earlygame bio have a frightening snowball potential. I would argue that Terran is the least flexible out of all the races, especially with regard to its core units. It's always either marines/marauders + splash or tanks + meatshield, and if neither of those work (as is the case against Protoss right now), Terran can't really do much of anything to change that. Bio being too weak is a design concern for TvZ though. And design concerns should always trump balance concerns. That bio is underpowered against Protoss is a balance concern, but it's something that can be and will be fixed by tweaking numbers and stuff (Olimoleague 108 while not statistically significant by any means, was certainly encouraging about the effects of 4.0.2 on the match-up). Whereas if Blizzard misses its window we'll get a year of mech TvZ. The balance of PvT in the immediate future is of secondary importance to that. Weak bio in TvZ is a design concern? I beg to differ. In fact, I would argue that a single change could instantly return bio to the TvZ meta. That being, reduce Queen AA range back to 7. It is the inability to prevent Zerg from easily getting to lategame that killed bio in the MU. As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Either that, or reduce hydra health back to 80. But this change would have some major side effects in ZvP, so I would prefer the first. I'd be fine with Hydralisks becoming a bit more fine tuned and less well rounded in the meta, currently it's pretty much never a bad idea to build them in any army comp and in any match up when they still don't fill the role of Zerg not having any highly mobile ground based anti-air, they get wrecked by phoenix and Oracle due to being light, they do decent vs. Void Rays but not en mass and they get stomped by Carriers. Maybe revert Hydra health back to 80 and give them + dmg to air units? extra range vs air? Hydras are basically Zerg Marines at this point. Except no Terran is still using Marines, and every Zerg is still using Hydras.
Yea I'd mostly agree with this, but they for some reason still get wrecked by Protoss air and they are kinda of OP vs. Protoss ground, why not just switch a bit of the strength at this point. With Lurkers it's not like Protoss is overpowered vs. Zerg at this point in terms of mid/late game units that can halt death pushes.
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On December 04 2017 06:21 jpg06051992 wrote:Show nested quote +On December 04 2017 06:18 pvsnp wrote:On December 04 2017 06:16 jpg06051992 wrote:On December 04 2017 06:08 pvsnp wrote:On December 04 2017 06:00 ZigguratOfUr wrote:On December 04 2017 05:49 pvsnp wrote:On December 04 2017 05:37 ZigguratOfUr wrote:On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game. What I said is an oversimplification, that's true enough. That being the case, I would definitely favor nerfing Protoss over buffing bio since bio is well, bio. There is a reason marines have never been touched since 2010. Moreover the whole point of bio is that it scales really, really well, so any buffs to earlygame bio have a frightening snowball potential. I would argue that Terran is the least flexible out of all the races, especially with regard to its core units. It's always either marines/marauders + splash or tanks + meatshield, and if neither of those work (as is the case against Protoss right now), Terran can't really do much of anything to change that. Bio being too weak is a design concern for TvZ though. And design concerns should always trump balance concerns. That bio is underpowered against Protoss is a balance concern, but it's something that can be and will be fixed by tweaking numbers and stuff (Olimoleague 108 while not statistically significant by any means, was certainly encouraging about the effects of 4.0.2 on the match-up). Whereas if Blizzard misses its window we'll get a year of mech TvZ. The balance of PvT in the immediate future is of secondary importance to that. Weak bio in TvZ is a design concern? I beg to differ. In fact, I would argue that a single change could instantly return bio to the TvZ meta. That being, reduce Queen AA range back to 7. It is the inability to prevent Zerg from easily getting to lategame that killed bio in the MU. As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Either that, or reduce hydra health back to 80. But this change would have some major side effects in ZvP, so I would prefer the first. I'd be fine with Hydralisks becoming a bit more fine tuned and less well rounded in the meta, currently it's pretty much never a bad idea to build them in any army comp and in any match up when they still don't fill the role of Zerg not having any highly mobile ground based anti-air, they get wrecked by phoenix and Oracle due to being light, they do decent vs. Void Rays but not en mass and they get stomped by Carriers. Maybe revert Hydra health back to 80 and give them + dmg to air units? extra range vs air? Hydras are basically Zerg Marines at this point. Except no Terran is still using Marines, and every Zerg is still using Hydras. Yea I'd mostly agree with this, but they for some reason still get wrecked by Protoss air and they are kinda of OP vs. Protoss ground, why not just switch a bit of the strength at this point. With Lurkers it's not like Protoss is overpowered vs. Zerg at this point in terms of mid/late game units that can halt death pushes. That's actually a pretty good idea. Just split hydra attack into a ground and air version, and nerf ground while buffing air. So hydras will be fine in ZvP and gone from ZvT, as it should be. Could throw in a muta buff or something if Zerg starts suffering in ZvT.
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On December 04 2017 06:08 pvsnp wrote: As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Yeah at this moment the game was fantastic, 50% of time bunker rush, all zerg dying vs a simple hellion/banshee pressure, TvZ must have been like 70% winrate... glorious time...
99% of your "ideas" are just pure whine you try to hidd behind "balance suggestions".
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On December 04 2017 06:36 pvsnp wrote:Show nested quote +On December 04 2017 06:21 jpg06051992 wrote:On December 04 2017 06:18 pvsnp wrote:On December 04 2017 06:16 jpg06051992 wrote:On December 04 2017 06:08 pvsnp wrote:On December 04 2017 06:00 ZigguratOfUr wrote:On December 04 2017 05:49 pvsnp wrote:On December 04 2017 05:37 ZigguratOfUr wrote:On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game. What I said is an oversimplification, that's true enough. That being the case, I would definitely favor nerfing Protoss over buffing bio since bio is well, bio. There is a reason marines have never been touched since 2010. Moreover the whole point of bio is that it scales really, really well, so any buffs to earlygame bio have a frightening snowball potential. I would argue that Terran is the least flexible out of all the races, especially with regard to its core units. It's always either marines/marauders + splash or tanks + meatshield, and if neither of those work (as is the case against Protoss right now), Terran can't really do much of anything to change that. Bio being too weak is a design concern for TvZ though. And design concerns should always trump balance concerns. That bio is underpowered against Protoss is a balance concern, but it's something that can be and will be fixed by tweaking numbers and stuff (Olimoleague 108 while not statistically significant by any means, was certainly encouraging about the effects of 4.0.2 on the match-up). Whereas if Blizzard misses its window we'll get a year of mech TvZ. The balance of PvT in the immediate future is of secondary importance to that. Weak bio in TvZ is a design concern? I beg to differ. In fact, I would argue that a single change could instantly return bio to the TvZ meta. That being, reduce Queen AA range back to 7. It is the inability to prevent Zerg from easily getting to lategame that killed bio in the MU. As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Either that, or reduce hydra health back to 80. But this change would have some major side effects in ZvP, so I would prefer the first. I'd be fine with Hydralisks becoming a bit more fine tuned and less well rounded in the meta, currently it's pretty much never a bad idea to build them in any army comp and in any match up when they still don't fill the role of Zerg not having any highly mobile ground based anti-air, they get wrecked by phoenix and Oracle due to being light, they do decent vs. Void Rays but not en mass and they get stomped by Carriers. Maybe revert Hydra health back to 80 and give them + dmg to air units? extra range vs air? Hydras are basically Zerg Marines at this point. Except no Terran is still using Marines, and every Zerg is still using Hydras. Yea I'd mostly agree with this, but they for some reason still get wrecked by Protoss air and they are kinda of OP vs. Protoss ground, why not just switch a bit of the strength at this point. With Lurkers it's not like Protoss is overpowered vs. Zerg at this point in terms of mid/late game units that can halt death pushes. That's actually a pretty good idea. Just split hydra attack into a ground and air version, and nerf ground while buffing air. So hydras will be fine in ZvP and gone from ZvT, as it should be. Could throw in a muta buff or something if Zerg starts suffering in ZvT.
It's still a nerf against chargelot based stuff in ZvP. It would probably mean that zerg would have to diversify their composition in ZvP, which while a good idea in principle might cause balance issues. I don't think a muta buff is as important as a thor nerf for ZvT.
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On December 04 2017 06:48 Tyrhanius wrote:Show nested quote +On December 04 2017 06:08 pvsnp wrote: As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Yeah at this moment the game was fantastic, 50% of time bunker rush, all zerg dying vs a simple hellion/banshee pressure, TvZ must have been like 70% winrate... glorious time... 99% of your "ideas" are just pure whine you try to hidd behind "balance suggestions". From somebody as biased towards Zerg as you are, I view that as the highest of compliments. Not to mention hilariously hypocritical.
Thank you.
Normally I'd point out that you completely misunderstood my point (small change = big effect) and that the actual state of game balance had nothing to do with it, but in your case actual logic would be wasted.
On December 04 2017 06:51 ZigguratOfUr wrote:Show nested quote +On December 04 2017 06:36 pvsnp wrote:On December 04 2017 06:21 jpg06051992 wrote:On December 04 2017 06:18 pvsnp wrote:On December 04 2017 06:16 jpg06051992 wrote:On December 04 2017 06:08 pvsnp wrote:On December 04 2017 06:00 ZigguratOfUr wrote:On December 04 2017 05:49 pvsnp wrote:On December 04 2017 05:37 ZigguratOfUr wrote:On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance. It's hardly that simple. First of all Blizzard wants bio to be viable in ZvT, and a buff to bio probably wouldn't ruin ZvT. Secondly terran is struggling to deal with how much Protoss can throw at Terran early on, as well as fast upgrades. Nerfing Protoss in those respects could easily imbalance ZvP since zerg does pretty well in those phases of the game. What I said is an oversimplification, that's true enough. That being the case, I would definitely favor nerfing Protoss over buffing bio since bio is well, bio. There is a reason marines have never been touched since 2010. Moreover the whole point of bio is that it scales really, really well, so any buffs to earlygame bio have a frightening snowball potential. I would argue that Terran is the least flexible out of all the races, especially with regard to its core units. It's always either marines/marauders + splash or tanks + meatshield, and if neither of those work (as is the case against Protoss right now), Terran can't really do much of anything to change that. Bio being too weak is a design concern for TvZ though. And design concerns should always trump balance concerns. That bio is underpowered against Protoss is a balance concern, but it's something that can be and will be fixed by tweaking numbers and stuff (Olimoleague 108 while not statistically significant by any means, was certainly encouraging about the effects of 4.0.2 on the match-up). Whereas if Blizzard misses its window we'll get a year of mech TvZ. The balance of PvT in the immediate future is of secondary importance to that. Weak bio in TvZ is a design concern? I beg to differ. In fact, I would argue that a single change could instantly return bio to the TvZ meta. That being, reduce Queen AA range back to 7. It is the inability to prevent Zerg from easily getting to lategame that killed bio in the MU. As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Either that, or reduce hydra health back to 80. But this change would have some major side effects in ZvP, so I would prefer the first. I'd be fine with Hydralisks becoming a bit more fine tuned and less well rounded in the meta, currently it's pretty much never a bad idea to build them in any army comp and in any match up when they still don't fill the role of Zerg not having any highly mobile ground based anti-air, they get wrecked by phoenix and Oracle due to being light, they do decent vs. Void Rays but not en mass and they get stomped by Carriers. Maybe revert Hydra health back to 80 and give them + dmg to air units? extra range vs air? Hydras are basically Zerg Marines at this point. Except no Terran is still using Marines, and every Zerg is still using Hydras. Yea I'd mostly agree with this, but they for some reason still get wrecked by Protoss air and they are kinda of OP vs. Protoss ground, why not just switch a bit of the strength at this point. With Lurkers it's not like Protoss is overpowered vs. Zerg at this point in terms of mid/late game units that can halt death pushes. That's actually a pretty good idea. Just split hydra attack into a ground and air version, and nerf ground while buffing air. So hydras will be fine in ZvP and gone from ZvT, as it should be. Could throw in a muta buff or something if Zerg starts suffering in ZvT. It's still a nerf against chargelot based stuff in ZvP. It would probably mean that zerg would have to diversify their composition in ZvP, which while a good idea in principle might cause balance issues. I don't think a muta buff is as important as a thor nerf for ZvT. Reverting the armor buff for Thors would probably work just as well, assuming people don't mind bio becoming the dominant form of TvZ.
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On December 04 2017 06:54 pvsnp wrote:Show nested quote +On December 04 2017 06:48 Tyrhanius wrote:On December 04 2017 06:08 pvsnp wrote: As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Yeah at this moment the game was fantastic, 50% of time bunker rush, all zerg dying vs a simple hellion/banshee pressure, TvZ must have been like 70% winrate... glorious time... 99% of your "ideas" are just pure whine you try to hidd behind "balance suggestions". From somebody as biased towards Zerg as you are, I view that as the highest of compliments. Not much mention hilariously hypocritical. Thank you. Normally I'd point out that you completely misunderstood my point (small change = big effect) and that the actual game balance had nothing to do with it, but in your case such logic would be wasted anyhow. You can play the arrogant dude who is smater than everyone else but your posts are like the 10 whine posts a day terran do each day for 2-3 years.
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On December 04 2017 07:09 Tyrhanius wrote:Show nested quote +On December 04 2017 06:54 pvsnp wrote:On December 04 2017 06:48 Tyrhanius wrote:On December 04 2017 06:08 pvsnp wrote: As proof of the wide-ranging implications of Queens being changed, I supply the infamous Patch 1.4.3 that increased their ground attack range from 3 to 5 and was later credited with bringing about the even more infamous BL/Infestor era. Yeah at this moment the game was fantastic, 50% of time bunker rush, all zerg dying vs a simple hellion/banshee pressure, TvZ must have been like 70% winrate... glorious time... 99% of your "ideas" are just pure whine you try to hidd behind "balance suggestions". From somebody as biased towards Zerg as you are, I view that as the highest of compliments. Not much mention hilariously hypocritical. Thank you. Normally I'd point out that you completely misunderstood my point (small change = big effect) and that the actual game balance had nothing to do with it, but in your case such logic would be wasted anyhow. You can play the arrogant dude who is smater than everyone else but your posts are like the 10 whine posts a day terran do each day for 2-3 years.
".....2-3 years"
............
............
![[image loading]](https://i.imgur.com/8XAK8a6.png)
Please forgive me if I treat everything that comes out of your mouth as total bullshit.
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Actually wait, your wording is ambiguous. Are you saying that Terran has been whining for 2-3 years? Not me personally? And if that is the case, did none of the Terrans whine before 2014 or something? BL/Infestor was loved by all Terrans?
IMBA IMBA IMBA IMBA never happened?
I'm trying to determine what exactly you meant. Does "terran do" mean "Terrans have done" or "Terran does," or something else entirely? Was "like" intended for emphasis or for simile?
On second thought, I'm probably thinking too hard about this.
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Why did they nerf the ravens at least bring back the turrets...omg
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On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance.
Some of the more reasonable suggestions I've seen: 1. Reduce chrono to 50-75% and extend duration accordingly. So it keeps macro strength while nerfing cheese/timings. 2. Reduce stalkers' bonus against armored units. So they don't counter their own counters. 3. Increase SB cost to 100/25. So they can't be massed as easily.
What are you basing the idea that Protoss is the strongest on? Because according to aligulac, Zerg is by far the strongest. None of the match ups are currently past Blizzard's imbalanced line, but the closest is ZvP.
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On December 04 2017 07:44 Boggyb wrote:Show nested quote +On December 04 2017 05:33 pvsnp wrote: I really don't see why Ultras have to play a part in this. Right now:
P >>> T T == Z P (lategame) > Z
Since buffing Terran outright will probably ruin the TvZ balance, just nerf Protoss. They're the strongest race right now, nerfing them is the obvious solution to restore balance.
Some of the more reasonable suggestions I've seen: 1. Reduce chrono to 50-75% and extend duration accordingly. So it keeps macro strength while nerfing cheese/timings. 2. Reduce stalkers' bonus against armored units. So they don't counter their own counters. 3. Increase SB cost to 100/25. So they can't be massed as easily.
What are you basing the idea that Protoss is the strongest on? Because according to aligulac, Zerg is by far the strongest. None of the match ups are currently past Blizzard's imbalanced line, but the closest is ZvP. From what the pros have said:
1. Protoss is shitting all over Terran right now. 2. Zerg can't stop Skytoss.
Afaik Zerg isn't having a ton of trouble with Protoss before the lategame, but you'll notice I did include a parenthetical "lategame" in that inequality.
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I feel like for diamond scrubs (and worse) the high templar change is the biggest problem in TvP. It's incredibly easy for protoss to have close to perfect micro right now. If they just attack move and storm with some high templars, the protoss is doing a really good job in a fight for diamond standards. At the moment I don't even know how I can deal with this because I'm nowhere near skilled enough to actually take a fight well enough in the lategame to compete with that.
It feels like at my level (im diamond 3 atm) TvP is basically unplayable in the lategame. I know the balance really matters at high level but this specific high templar change just targets the midtier levels with zero compensation for terran. Before this change, protoss players would have to group their high templars seperately and then lose a few maybe do to mispositioning or mismicro or being generally overwhelmed, while right now they're automatically nice and split between the army without the toss putting in any effort. This is a ridiculous state of the game for all (semi) casual terrans. Basically I have to all in right now or I will just lose in the lategame. I know theoretically I should just get good, but I'm not capable of playing that much and I don't seem to be very talented. It'd just be great if I could actually play lategame against protoss too.
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On December 04 2017 09:48 Jerom wrote: I feel like for diamond scrubs (and worse) the high templar change is the biggest problem in TvP. It's incredibly easy for protoss to have close to perfect micro right now. If they just attack move and storm with some high templars, the protoss is doing a really good job in a fight for diamond standards. At the moment I don't even know how I can deal with this because I'm nowhere near skilled enough to actually take a fight well enough in the lategame to compete with that.
It feels like at my level (im diamond 3 atm) TvP is basically unplayable in the lategame. I know the balance really matters at high level but this specific high templar change just targets the midtier levels with zero compensation for terran. Before this change, protoss players would have to group their high templars seperately and then lose a few maybe do to mispositioning or mismicro or being generally overwhelmed, while right now they're automatically nice and split between the army without the toss putting in any effort. This is a ridiculous state of the game for all (semi) casual terrans. Basically I have to all in right now or I will just lose in the lategame. I know theoretically I should just get good, but I'm not capable of playing that much and I don't seem to be very talented. It'd just be great if I could actually play lategame against protoss too.
Casual balance is a pretty difficult thing to quantify. Mostly Blizzard doesn't bother with it much since matchmaking will generally level out people's winrates. Prior to the patch (and assuming that the skill of the players of the different races is equal) Zerg was by far the strongest with the average Zerg being mid-plat, Terran was in the middle with the average Terran being mid-gold and Protoss was the weakest with the average Protoss being low-gold. Post-patch Protoss and Terran have basically swapped places at the level of the general populace. Not sure if the assumption that the skill of the players of different races is equal is reasonable post-patch though since newer players attracted by FTP usually choose terran.
Either way there's lots of stuff with all races that are easier to do than deal with, so I'd suggest to go for stuff like that such as ranged liberators.
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On December 04 2017 09:48 Jerom wrote: I feel like for diamond scrubs (and worse) the high templar change is the biggest problem in TvP. It's incredibly easy for protoss to have close to perfect micro right now. If they just attack move and storm with some high templars, the protoss is doing a really good job in a fight for diamond standards. At the moment I don't even know how I can deal with this because I'm nowhere near skilled enough to actually take a fight well enough in the lategame to compete with that.
It feels like at my level (im diamond 3 atm) TvP is basically unplayable in the lategame. I know the balance really matters at high level but this specific high templar change just targets the midtier levels with zero compensation for terran. Before this change, protoss players would have to group their high templars seperately and then lose a few maybe do to mispositioning or mismicro or being generally overwhelmed, while right now they're automatically nice and split between the army without the toss putting in any effort. This is a ridiculous state of the game for all (semi) casual terrans. Basically I have to all in right now or I will just lose in the lategame. I know theoretically I should just get good, but I'm not capable of playing that much and I don't seem to be very talented. It'd just be great if I could actually play lategame against protoss too. I'm at a similar level to you and that how I've almost always played TvP, i normally just go super agro on two base and if that dosent work turtle on liberator range 3 base and harass with some drops until maxed
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Zerg feels stronger in this patch. Protoss can no longer buy time with shooting pylons. Lurkers can hold locations and help dealing with storm without disruptors blowing them up for free.
Good micro vs widowmines is very rewarding as you can clean them right away and terran can no longer kill drones for free with ravens.
Haven't seen much of mech, still lame to play against and watch imo. Most fun i can get from it is massing SH.
I think people are exagerating too much about "units being useless now".
As usual terran players provide us with lots of enterteinment. They ask Blizzard to buff mech patch after patch after patch, Blizzard buffs mech, and then they complain it got stronger than bio. Such memers.
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On Aligulac I see PvT is 54.3% winrate for Protoss over the last 2 weeks. That's a pretty decent number after such a big design change.
Yet what am I seeing ? Terran whine left & right. Guys, 54.3% is pretty much the winrate Terrans have had in this very same matchup since the last big design change that occured in December last year. (With the exception of April 2017) Just look it up, period by period, you'll see.
The difference with today's winrate is that we're just in the period of adaptation that occurs after every patch ! 54% winrate for any of the two races right after such a big design change is great, for real. (Especially since we are including in these 54% that obviously broken oracle timing that almost can't be stopped) I know that Terrans were not used to see the matchup being Protoss favored, or at least forgot what it felt like after a year, but seeing all the SC2 forums being filled with at least 2x as much hate and whine as usual is scary.
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what i never got with blizzard is the overreaction they aint chose 1 thing to a unit htey instant choose everything ... why not choose 1 and look how its after and just change it faster
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On December 04 2017 18:44 Snarosc wrote: On Aligulac I see PvT is 54.3% winrate for Protoss over the last 2 weeks. That's a pretty decent number after such a big design change.
Yet what am I seeing ? Terran whine left & right. Guys, 54.3% is pretty much the winrate Terrans have had in this very same matchup since the last big design change that occured in December last year. (With the exception of April 2017) Just look it up, period by period, you'll see.
The difference with today's winrate is that we're just in the period of adaptation that occurs after every patch ! 54% winrate for any of the two races right after such a big design change is great, for real. (Especially since we are including in these 54% that obviously broken oracle timing that almost can't be stopped) I know that Terrans were not used to see the matchup being Protoss favored, or at least forgot what it felt like after a year, but seeing all the SC2 forums being filled with at least 2x as much hate and whine as usual is scary.
It'll be amusing if the winrate evens out at 50% in the next upcoming periods because of the most recent oracle nerfs.
All the terran whiners acting like it is the end of the world when balance wasn't actually a problem lul.
PvT has been 44% all damn year.
I love this patch.
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You'd think after the blink era people wouldn't quote aligulac as the ultimate measure of balance anymore. But I guess I overestimate the average intelligence of forum users.
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On December 04 2017 10:25 ZigguratOfUr wrote:Show nested quote +On December 04 2017 09:48 Jerom wrote: I feel like for diamond scrubs (and worse) the high templar change is the biggest problem in TvP. It's incredibly easy for protoss to have close to perfect micro right now. If they just attack move and storm with some high templars, the protoss is doing a really good job in a fight for diamond standards. At the moment I don't even know how I can deal with this because I'm nowhere near skilled enough to actually take a fight well enough in the lategame to compete with that.
It feels like at my level (im diamond 3 atm) TvP is basically unplayable in the lategame. I know the balance really matters at high level but this specific high templar change just targets the midtier levels with zero compensation for terran. Before this change, protoss players would have to group their high templars seperately and then lose a few maybe do to mispositioning or mismicro or being generally overwhelmed, while right now they're automatically nice and split between the army without the toss putting in any effort. This is a ridiculous state of the game for all (semi) casual terrans. Basically I have to all in right now or I will just lose in the lategame. I know theoretically I should just get good, but I'm not capable of playing that much and I don't seem to be very talented. It'd just be great if I could actually play lategame against protoss too. Casual balance is a pretty difficult thing to quantify. Mostly Blizzard doesn't bother with it much since matchmaking will generally level out people's winrates. Prior to the patch (and assuming that the skill of the players of the different races is equal) Zerg was by far the strongest with the average Zerg being mid-plat, Terran was in the middle with the average Terran being mid-gold and Protoss was the weakest with the average Protoss being low-gold. Post-patch Protoss and Terran have basically swapped places at the level of the general populace. Not sure if the assumption that the skill of the players of different races is equal is reasonable post-patch though since newer players attracted by FTP usually choose terran. Either way there's lots of stuff with all races that are easier to do than deal with, so I'd suggest to go for stuff like that such as ranged liberators. Well, this change would be a change aimed at casual balance to begin with. It simply makes the game easier and its effects shouldn't be that large at high levels (although I've seen enough mediocre high templar micro even in top games so this might just be an overall buff). The thing is that in the lategame protoss players can now just group high templars with their entire army, attack move, place a few storms and then literally have perfect micro. The high templars will spread out nicely, making sniping them off or emping a bunch really hard, they wont move forward or move in late, they'll just be there positioned perfectly with just a simple attack move. This is a big deal at levels where the mechanics of a player have a severe inpact on the game.
The terran army, which is already generally pretty hard and has a very high skill cap, doesn't have anything this easy. Yes, there are things that are in some sense easier or harder to deal with and all races have some of these, but these high templars are something that happens in standard play. It's at the point where any mediocre player (and I'm not even talking about gold or something, but diamonds and probably even master players) will struggle badly to win a fight versus a maxed out protoss because the protoss will basically micro perfectly while the terran player will probably have some micro flaws. It's infuriating. I've personally always liked to aim for macro oriented playstyles, or when I get an advantage try to play it safe and get more ahead, but at this point if protoss ever gets a sizeable deathball it's becoming really hard to ever win a fight.
This is supposed to be a quality of life change, to make the game more enjoyable precisely for diamond players. I'd claim its doing the opposite, it will over time probably reduce the TvP match up into an all in fest because at this skill level the match up is just not playable in the late game.
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Yep, using aligulac stats to consider balance is well know to be stupid bullshit for years. People still does it. Statistics literacy is not a widespread skill... So to be fast :
- Expecting than a perfectly balance MU would lead to 50% ratio on aligulac typically assume two identical players distributions (skillwise), random picks from each, and a (really) huge numbers of games. Then by the law of large numbers we should get near 50%.
- In reality each hypothesis is plain false. Players distribution between races are not identical at all. According to the era, we can have 4 top-world-zerg for 1 top-world T and 1 same Toss, and 2 top-tiers Zergs for 5 top-tier T and 3 top-tier toss, etc, etc. In this condition, even with a perfectly balanced game and randoms match picks, statistics of korean tournements will be flawed.
- Games are not picked up randomly, but most of them are a result of some sort of qualification (even to play the second round of a qualifier, you have to win the first round, etc.), qualifications results relying on skill... and balance.
In practice there is an effect a bit similar to MMR matching on ladder, witch balance things out (stats wise) even if one race is super favored.
- In this setup, where similar MMR players are matched, 3 races is a nightmare to understand balance from statistics.
Suppose a totally broken Z >>>>>> P but the others MU are perfectly balanced. Then, because Z >>>>>> P, Z players will be over-ranked (skill wise), so matched with superior T opponents. So we will get T >>> Z stats-wise even if we account MMR of players, but the match-up is perfectly balanced. On the other end, P will be under-ranked and so they will do fine in PvT vs similar MMR. So we get P >>> T stats wise. Then because P underranked, zergs will be matched with better P opponents, not enough to compensate the imbalance but like 1/2 enough. So ZvP will appear Z >>> P. So we get on appearance Z >>> P, T >>> Z, and P >>> T, and this is only caused by one flawed MU. (but there is no way to know witch one )
tl:dr : don't even watch aligulac stats (or ladder ones). Watch tournaments, how games play out. Watch every fucking competitive terran on earth not even trying to play bio. Watch Korean ladder. Even the PvT match counted on aligulac atm is mostly mech, not bio, and people come here to use that statistics to speak about the balance of bio TvP... LOL.
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Btw, is every whiner here a protoss player whining about (non existent) terran whining ? That's sort of a delicious irony. That's normal to discuss (and addressee) balance shortly after a major design patch (mostly well-intended )
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For what it's worth, Innovation, TY, and Byun have been struggling against Protoss after the latest balance update. I haven't seen Maru streaming so it's unknown how Maru is performing against Protoss.
Innovation, TY, Byun, and Maru are the best Terran players. If 3 of them are struggling against Protoss and the 4th one (Maru) isn't streaming, well, I think Blizzard needs to pay attention to their performance since they are representative of the best Terrans.
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On December 05 2017 01:35 xongnox wrote:Yep, using aligulac stats to consider balance is well know to be stupid bullshit for years. People still does it. Statistics literacy is not a widespread skill... So to be fast : - Expecting than a perfectly balance MU would lead to 50% ratio on aligulac typically assume two identical players distributions (skillwise), random picks from each, and a (really) huge numbers of games. Then by the law of large numbers we should get near 50%.
- In reality each hypothesis is plain false. Players distribution between races are not identical at all. According to the era, we can have 4 top-world-zerg for 1 top-world T and 1 same Toss, and 2 top-tiers Zergs for 5 top-tier T and 3 top-tier toss, etc, etc. In this condition, even with a perfectly balanced game and randoms match picks, statistics of korean tournements will be flawed.
- Games are not picked up randomly, but most of them are a result of some sort of qualification (even to play the second round of a qualifier, you have to win the first round, etc.), qualifications results relying on skill... and balance.
In practice there is an effect a bit similar to MMR matching on ladder, witch balance things out (stats wise) even if one race is super favored.
- In this setup, where similar MMR players are matched, 3 races is a nightmare to understand balance from statistics.
Suppose a totally broken Z >>>>>> P but the others MU are perfectly balanced. Then, because Z >>>>>> P, Z players will be over-ranked (skill wise), so matched with superior T opponents. So we will get T >>> Z stats-wise even if we account MMR of players, but the match-up is perfectly balanced. On the other end, P will be under-ranked and so they will do fine in PvT vs similar MMR. So we get P >>> T stats wise. Then because P underranked, zergs will be matched with better P opponents, not enough to compensate the imbalance but like 1/2 enough. So ZvP will appear Z >>> P. So we get on appearance Z >>> P, T >>> Z, and P >>> T, and this is only caused by one flawed MU. (but there is no way to know witch one )
tl:dr : don't even watch aligulac stats (or ladder ones). Watch tournaments, how games play out. Watch every fucking competitive terran on earth not even trying to play bio. Watch Korean ladder. Even the PvT match counted on aligulac atm is mostly mech, not bio, and people come here to use that statistics to speak about the balance of bio TvP... LOL.
Amen!
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All I know is that basically every Terran pro that streams is getting wrecked by protoss. I saw Innovation get destroyed by someprotosses who were 5.5-6k MMR... Pretty crazy stuff.
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My wishes for 2018: Balance threads divided by league and all TL accounts linked to SC2 accounts.
Zerg units that counter mass carrier.
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On December 05 2017 01:18 Jerom wrote:Show nested quote +On December 04 2017 10:25 ZigguratOfUr wrote:On December 04 2017 09:48 Jerom wrote: I feel like for diamond scrubs (and worse) the high templar change is the biggest problem in TvP. It's incredibly easy for protoss to have close to perfect micro right now. If they just attack move and storm with some high templars, the protoss is doing a really good job in a fight for diamond standards. At the moment I don't even know how I can deal with this because I'm nowhere near skilled enough to actually take a fight well enough in the lategame to compete with that.
It feels like at my level (im diamond 3 atm) TvP is basically unplayable in the lategame. I know the balance really matters at high level but this specific high templar change just targets the midtier levels with zero compensation for terran. Before this change, protoss players would have to group their high templars seperately and then lose a few maybe do to mispositioning or mismicro or being generally overwhelmed, while right now they're automatically nice and split between the army without the toss putting in any effort. This is a ridiculous state of the game for all (semi) casual terrans. Basically I have to all in right now or I will just lose in the lategame. I know theoretically I should just get good, but I'm not capable of playing that much and I don't seem to be very talented. It'd just be great if I could actually play lategame against protoss too. Casual balance is a pretty difficult thing to quantify. Mostly Blizzard doesn't bother with it much since matchmaking will generally level out people's winrates. Prior to the patch (and assuming that the skill of the players of the different races is equal) Zerg was by far the strongest with the average Zerg being mid-plat, Terran was in the middle with the average Terran being mid-gold and Protoss was the weakest with the average Protoss being low-gold. Post-patch Protoss and Terran have basically swapped places at the level of the general populace. Not sure if the assumption that the skill of the players of different races is equal is reasonable post-patch though since newer players attracted by FTP usually choose terran. Either way there's lots of stuff with all races that are easier to do than deal with, so I'd suggest to go for stuff like that such as ranged liberators. Well, this change would be a change aimed at casual balance to begin with. It simply makes the game easier and its effects shouldn't be that large at high levels (although I've seen enough mediocre high templar micro even in top games so this might just be an overall buff). The thing is that in the lategame protoss players can now just group high templars with their entire army, attack move, place a few storms and then literally have perfect micro. The high templars will spread out nicely, making sniping them off or emping a bunch really hard, they wont move forward or move in late, they'll just be there positioned perfectly with just a simple attack move. This is a big deal at levels where the mechanics of a player have a severe inpact on the game. The terran army, which is already generally pretty hard and has a very high skill cap, doesn't have anything this easy. Yes, there are things that are in some sense easier or harder to deal with and all races have some of these, but these high templars are something that happens in standard play. It's at the point where any mediocre player (and I'm not even talking about gold or something, but diamonds and probably even master players) will struggle badly to win a fight versus a maxed out protoss because the protoss will basically micro perfectly while the terran player will probably have some micro flaws. It's infuriating. I've personally always liked to aim for macro oriented playstyles, or when I get an advantage try to play it safe and get more ahead, but at this point if protoss ever gets a sizeable deathball it's becoming really hard to ever win a fight. This is supposed to be a quality of life change, to make the game more enjoyable precisely for diamond players. I'd claim its doing the opposite, it will over time probably reduce the TvP match up into an all in fest because at this skill level the match up is just not playable in the late game.
Have you thought of the possibility that your experience might not be reflective of the general population.
On December 05 2017 01:35 xongnox wrote:Yep, using aligulac stats to consider balance is well know to be stupid bullshit for years. People still does it. Statistics literacy is not a widespread skill... So to be fast : - Expecting than a perfectly balance MU would lead to 50% ratio on aligulac typically assume two identical players distributions (skillwise), random picks from each, and a (really) huge numbers of games. Then by the law of large numbers we should get near 50%.
- In reality each hypothesis is plain false. Players distribution between races are not identical at all. According to the era, we can have 4 top-world-zerg for 1 top-world T and 1 same Toss, and 2 top-tiers Zergs for 5 top-tier T and 3 top-tier toss, etc, etc. In this condition, even with a perfectly balanced game and randoms match picks, statistics of korean tournements will be flawed.
- Games are not picked up randomly, but most of them are a result of some sort of qualification (even to play the second round of a qualifier, you have to win the first round, etc.), qualifications results relying on skill... and balance.
In practice there is an effect a bit similar to MMR matching on ladder, witch balance things out (stats wise) even if one race is super favored.
- In this setup, where similar MMR players are matched, 3 races is a nightmare to understand balance from statistics.
Suppose a totally broken Z >>>>>> P but the others MU are perfectly balanced. Then, because Z >>>>>> P, Z players will be over-ranked (skill wise), so matched with superior T opponents. So we will get T >>> Z stats-wise even if we account MMR of players, but the match-up is perfectly balanced. On the other end, P will be under-ranked and so they will do fine in PvT vs similar MMR. So we get P >>> T stats wise. Then because P underranked, zergs will be matched with better P opponents, not enough to compensate the imbalance but like 1/2 enough. So ZvP will appear Z >>> P. So we get on appearance Z >>> P, T >>> Z, and P >>> T, and this is only caused by one flawed MU. (but there is no way to know witch one )
tl:dr : don't even watch aligulac stats (or ladder ones). Watch tournaments, how games play out. Watch every fucking competitive terran on earth not even trying to play bio. Watch Korean ladder. Even the PvT match counted on aligulac atm is mostly mech, not bio, and people come here to use that statistics to speak about the balance of bio TvP... LOL.
Aligulac statistics have weaknesses that have to be kept in mind while considering them, but at least they have some objectivity to them unlike anything else. People like to point out the flaws of the statistical methods when they don't agree with the results of the statistics. And I find it ironic that you think that watching a few games here or there through human lenses would give you a more statistically sound view of TvP. Your objections are mostly bullshit (which is surprising since there are a quite a number of legit criticism of aligulac):
- You have to assume identical player distributions. Maybe in a magic world where you have a perfect measure of empirical skill you can say that 'twelve of the top sixteen most skilled players are terran' and as such it is perfectly reasonable to let every tournament be dominated by them, but without such magic no one would call that balanced or be satisfied by it. So you should balance things as if the player pools are the top are basically even, even if they really aren't.
- Qualifications hardly matter since qualifiers are usually included in aligulac, and additionally the qualifiers that aren't, aren't usually so high level as to filter out anyone who's actually good enough at the game that we'd care about the balance.
- Your example doesn't work in practice. If Z >>>>> P and the other match-ups are equal yes it does mean that PvT in later rounds of the tournament will probably be skewed towards the protoss, but also accordingly the number of PvTs will be larger in the earlier rounds of the tournament due to Protoss getting eliminated quickly. And there are many many tournaments the lower rounds of which heavily influence the balance due to the number of games, and it would be very apparent that ZvP is the problematic match-up.
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Zergs whining about air toss. I will now bestow the knowledge you once bestowed on me when i was but a Terran player:
"Just kill them before they get their"
With this knowledge bomb clearly you will now understand how late game zvp is a completely fair and balanced situation where protoss is justified in having an easy to control amove army that runs you over for not stopping them from reaching that point. You should have just not allowed them to play very defensively while making an unbeatable army. Your loss is completely fair and just. You were out skilled by there ability to sit in there base and make air units. How could you ever compare to someone who knows how to deffend on four bases while massing a very easy to use amove deathball that crushes evreything in its path.
+ Show Spoiler +It amuses me that a large number of zerg are complaining about skytoss when for years the answer to zerg late game for Terran has been "kill them before they get their". Why is it that the zerg community is convinced that they must have a superior late game in 100% of situations? Why not do as you have told terrans to do for ages and end the game before protoss get their?
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On December 05 2017 03:47 washikie wrote:Zergs whining about air toss. I will now bestow the knowledge you once bestowed on me when i was but a Terran player: "Just kill them before they get their" With this knowledge bomb clearly you will now understand how late game zvp is a completely fair and balanced situation where protoss is justified in having an easy to control amove army that runs you over for not stopping them from reaching that point. You should have just not allowed them to play very defensively while making an unbeatable army. Your loss is completely fair and just. You were out skilled by there ability to sit in there base and make air units. How could you ever compare to someone who knows how to deffend on four bases while massing a very easy to use amove deathball that crushes evreything in its path. + Show Spoiler +It amuses me that a large number of zerg are complaining about skytoss when for years the answer to zerg late game for Terran has been "kill them before they get their". Why is it that the zerg community is convinced that they must have a superior late game in 100% of situations? Why not do as you have told terrans to do for ages and end the game before protoss get their? No no you got it all wrong  Terran loses in TvZ lategame because they refuse to build high tier units and just want to rally marines across the map all game. If they would adapt their playstyle like Zerg and Protoss do instead of stubbornly doing the same thing every game they'd have no problem at all in lategame /s
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On December 05 2017 03:56 Charoisaur wrote:Show nested quote +On December 05 2017 03:47 washikie wrote:Zergs whining about air toss. I will now bestow the knowledge you once bestowed on me when i was but a Terran player: "Just kill them before they get their" With this knowledge bomb clearly you will now understand how late game zvp is a completely fair and balanced situation where protoss is justified in having an easy to control amove army that runs you over for not stopping them from reaching that point. You should have just not allowed them to play very defensively while making an unbeatable army. Your loss is completely fair and just. You were out skilled by there ability to sit in there base and make air units. How could you ever compare to someone who knows how to deffend on four bases while massing a very easy to use amove deathball that crushes evreything in its path. + Show Spoiler +It amuses me that a large number of zerg are complaining about skytoss when for years the answer to zerg late game for Terran has been "kill them before they get their". Why is it that the zerg community is convinced that they must have a superior late game in 100% of situations? Why not do as you have told terrans to do for ages and end the game before protoss get their? No no you got it all wrong  Terran loses in TvZ lategame because they refuse to build high tier units and just want to rally marines across the map all game. If they would adapt their playstyle like Zerg and Protoss do instead of stubbornly doing the same thing every game they'd have no problem at all in lategame /s
Good guy Blizzard helping terran out by nerfing bio into oblivion.
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On December 05 2017 04:10 ZigguratOfUr wrote:Show nested quote +On December 05 2017 03:56 Charoisaur wrote:On December 05 2017 03:47 washikie wrote:Zergs whining about air toss. I will now bestow the knowledge you once bestowed on me when i was but a Terran player: "Just kill them before they get their" With this knowledge bomb clearly you will now understand how late game zvp is a completely fair and balanced situation where protoss is justified in having an easy to control amove army that runs you over for not stopping them from reaching that point. You should have just not allowed them to play very defensively while making an unbeatable army. Your loss is completely fair and just. You were out skilled by there ability to sit in there base and make air units. How could you ever compare to someone who knows how to deffend on four bases while massing a very easy to use amove deathball that crushes evreything in its path. + Show Spoiler +It amuses me that a large number of zerg are complaining about skytoss when for years the answer to zerg late game for Terran has been "kill them before they get their". Why is it that the zerg community is convinced that they must have a superior late game in 100% of situations? Why not do as you have told terrans to do for ages and end the game before protoss get their? No no you got it all wrong  Terran loses in TvZ lategame because they refuse to build high tier units and just want to rally marines across the map all game. If they would adapt their playstyle like Zerg and Protoss do instead of stubbornly doing the same thing every game they'd have no problem at all in lategame /s Good guy Blizzard helping terran out by nerfing bio into oblivion. I know someone who have asked to buff mech for age who is kind a responsible of the situation, and as a lot of terran treat him as a hero, i guess you get what you have asked for.
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On December 05 2017 03:16 Psychobabas wrote: All I know is that basically every Terran pro that streams is getting wrecked by protoss. I saw Innovation get destroyed by someprotosses who were 5.5-6k MMR... Pretty crazy stuff.
Innovation lost to a 5.2K MMR Protoss about two or three days ago.
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On December 05 2017 05:32 xelnaga_empire wrote:Show nested quote +On December 05 2017 03:16 Psychobabas wrote: All I know is that basically every Terran pro that streams is getting wrecked by protoss. I saw Innovation get destroyed by someprotosses who were 5.5-6k MMR... Pretty crazy stuff. Innovation lost to a 5.2K MMR Protoss about two or three days ago.
byun lost to avilo once, what are you trying to say?
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On December 05 2017 05:26 Tyrhanius wrote:Show nested quote +On December 05 2017 04:10 ZigguratOfUr wrote:On December 05 2017 03:56 Charoisaur wrote:On December 05 2017 03:47 washikie wrote:Zergs whining about air toss. I will now bestow the knowledge you once bestowed on me when i was but a Terran player: "Just kill them before they get their" With this knowledge bomb clearly you will now understand how late game zvp is a completely fair and balanced situation where protoss is justified in having an easy to control amove army that runs you over for not stopping them from reaching that point. You should have just not allowed them to play very defensively while making an unbeatable army. Your loss is completely fair and just. You were out skilled by there ability to sit in there base and make air units. How could you ever compare to someone who knows how to deffend on four bases while massing a very easy to use amove deathball that crushes evreything in its path. + Show Spoiler +It amuses me that a large number of zerg are complaining about skytoss when for years the answer to zerg late game for Terran has been "kill them before they get their". Why is it that the zerg community is convinced that they must have a superior late game in 100% of situations? Why not do as you have told terrans to do for ages and end the game before protoss get their? No no you got it all wrong  Terran loses in TvZ lategame because they refuse to build high tier units and just want to rally marines across the map all game. If they would adapt their playstyle like Zerg and Protoss do instead of stubbornly doing the same thing every game they'd have no problem at all in lategame /s Good guy Blizzard helping terran out by nerfing bio into oblivion. I know someone who have asked to buff mech for age who is kind a responsible of the situation, and as a lot of terran treat him as a hero, i guess you get what you have asked for. You mean like the zergs that whined for months about a hydra buff and are now complaining that hydra bane is the dominant strategy?
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Alright so after some testing on the new patch i tried to determine why terran feels so out of whack
The mine
Widow mines had 4 uses that were absolutely crucial for terran : - Used with bio, it allowed MMM to manoeuvre around ad dish out much needed splash damage. They allowed bio terran to afford expandable AoE that was as static as tanks or as mineral intensive as hellbats With the reveal nerf, the mines are now unable to "hold a position", or at least delay heavily attempts to charge in. They are now suicide units that die after landing one shot in a fight. - Used as a drop, they could inflict heavy damage and be extremely hard to remove. This means that bio players dropping mines have to spend much more attention to their mine drops and can't occupy a mineral line until detection removes the mine (i'm mentionning this as a nerf, but i'm fine with it since mine drops were cancer) - Used as a mine, they allowed terran to spot runbies when positionned properly, and thin out said runby. Now terran can do this only once. You loose the mine if you do that. - Used as an early defense tool, the fact that it was cloacked, for such an early unit, allowed terran to deflect a LOT of pushes (zergling swaths could get caught in the fire, oracles could be dealt with, protoss cheeses could be countered if they didn't include detection).
I'm mentionning all these as nerfs without taking a stance "that's good for the game" or "that's not good for the game". The fact is that the mine was a hugely core unit for terran, that this nerf is massive, and that the role the mine occupied is now vacant, since no buffs remplaced it.
The weakening of bio
Since bio has been overwhelming since WOL, it seems that with LOTV, blizzard chose to weaken non-supported bio fighting power. First, by weakening the marauder's anti armor firepower (splitting the attacks), which is a huge deal against ultralisks and now thors. Then, by buffing bio counters : the new colossi shred marines (meaning marauders are now extremely vulnerable to buffed stalkers and zealots), the new disruptor and fungal are pretty good too, banelings got +10 HPs, the tank's damage got increased, etc. Finally, units that were usually considered weak against bio now perform decently against it. Hydras higer health allow them to perform nicely against bio, lurkers got an upgrade that makes them decent against bio, and mainly stalkers are now much, much better against bio (especially in the early game).
The point i'm trying to make here is that this patch not only did lower bio's fighting power, but aso nerfed the units supporting it (the mine, mainly), but that a history of nerfing bio also has to be taken into account.
The raven
The raven was pivotal for mech late game, and could be used in early game as a harass, pushing or defense option. Now if you look at the usefullness of raven spells, you'll notice that - the scrambler doesn't have enough range to be reliable (8 range vs 9 range for feedback for exemple) and someone made a post a while ago to prove that against carriers for instance, they didn't bring much. Also the inability to hit bio units make it terrible against zerg, especially when coupled with bio. - the heal drone is not only broken in design (mech needed ressources to maintain its forces, which was a very important thing), but doesn't fit the crucial role of PDD : PDD helped mech from bad positionning, could defend locust, hydra or corruptor fire, and more importantly prevented tempest from just shaving off an entire mech force kiting across the map. The heal drone is a MASSIVE nerf to the raven. - the anti armor missile is bad. The role of the seeker was mainly to help terran blast enemy air superiority fighters (vikings, corrutors, void rays) and fragile/slow targets (broodlords, typically), mainly to cope for the lack of power of late game terran anti air (I'll get to this later). The anti armor missiles doesn't fit this role by any mean.
Once again, the only reliable late game mech option was heavily nerfed, without compensation. The main effect of this nerf is that now tempests are a clear and massive counter to mech as a playstyle (due to the lack of PDD), zerg infestor corruptors
The overall lack of mech/late game terran anti air
The nerf of the raven caused the viking to be exposed as the terrible anti air unit it is : - 125 hp for 75 gaz (on of the lowest HP per gaz ratio in the game) - no native armor, but still gets an armored tag - low rate of fire - dies to every other enemy air superiority fighter - very suceptible to AoE and AoE spells - poor manoeuvrability => and the most important part : irrelevant range. Corruptors, with their new speed, high HP and high armor, can close in and kill the vikings, making the use of the anti armor missile or mines suicidary. With 8 range, queens positionned under BLs can shoot at vikings. Carriers have 8 range, but the interceptor have a 14 leash range, meaning they can get out of the viking's range and force them to run into storms. Tempest have 15 range, and they win against vikings in equal population numbers.
Now while the terran air superiority fighter doesn't perform well, one has to consider that both the cyclone and the thor are also pretty bad anti air options : - the cyclone needs to lock maually, deals relatively low damage even with the upgrade, and has a 4 second cooldown preventing it from consistently dishing out damage. - the thor is clumsy, can't fight tempests or broodlords in sufficient numbers because they're so big (few thors firing at the same time), and are overall not a massable/reliable anti air unit (good against vikings, banshees and mutalisks, decent against phenixes, bad against void rays, liberators, battlecruisers, tempests, carriers). - the liberator : just a silly anti air unit. Low range, not great HP compared to its cost, armored tag, low damage that underperforms against armor.
Conclusion and propositions
Terran got huge nerfs to very key aspects of the race with no compensation : - the mine simply got gutted - bio's counters got buffed, indirectly nerfing the composition. - the raven is not assuming the role it needs to perform - terran mech anti air sucks, meaning that bio's late game anti air sucks too
Now the most important part is the huge lack of compensation. The only true compensation is for bio, with the ghost now being much more viable, which is awesome. Please note that i'm not taking a side in the matter : i actually think the mine was overwhelming in TvP and shifting power away from it towards other units is a good idea. However, the compensations are hugely lacking. To solve this, here's what i'd propose.
- Mine Either keep the mine as it is (reveal when reloading) and the drilling claws upgrade at 75/75, but lower its damage to a flat 100 (+25 vs shield) primary damage and 40 (+15 vs shield) splash damage, lower its cost to 50/25/1 population and reduce its building time from 29 to 18 or 21 seconds. Either revert the mine to pre-4.0 (no reveal) and the drilling claws buff (back to 150/150), but make it unable to target workers. The main issue with the mine was that dropping mines into mineral lines and leaving them in a mineral line was too easy to perform and too hard to defend.
- Raven Bring the scrambler's missile range to 9, make it able to target bio units (but have the ultra be immune to it because of its passive). Take the meddrone out of the game, and bring back the PDD. Make the anti armor missile better at dealing with clumped enemy air units. For instance, make it faster hitting, or bring its cost down to 100 energy, or change the effect to "enemies hit take 30% more damage" instead of having an effect on armor. This would make the raven better at its job without being as overwhelming as it was before. But some of its anti air power needs to be shifted towards the viking.
- Viking When you compare the viking to the corruptor, it's easy to see where's the problem. 4 range doesn't change that the corruptor is much faster, much sturdier (2 native armor !), hits capital ships like a truck, and can blast buildings. Terran sorely needs a decent air superiority fighter that can actually fight and not constantly run away or die to AoE/AoE spells. The description of the viking says "durable", which is a lie (125 HP, 0 native armor, armored tag) : i'd suggest to make the viking much more sturdy. Give it 25 health (from 125 to 150) and 1 native armor to allow it to survive to AoE. The lack of seeker and turret on the raven needs a shift in power towards the viking.
- Cyclone The cyclone can't find a role. It's too expensive to be a general purpose mech footman, its anti air weapon is too weak and unreliable to be a good anti air unit, and its anti ground unit has no micro potential and is too unreliable to make it a good anti ground damage dealer. I'd suggest for the cyclone to be a versatile mech footman, being able to cope for the mech units hyper-specialization. Therefore i'd suggest three simple changes : => The anti ground weapon can also shoot at air units. => The lock deals 150 damage in 10 seconds, can be casted on ground and air units, 4 seconds cooldown, but with a lowered max range (12, from the previous 15 range) => a 75/75 upgrade from the factory's tech lab can bring the lock damage to 150(+150 vs armored). This would differenciate a very static cyclone autoattack that only works when the cyclone is being charged into because it requires for the cyclone to stand still from a multi purpose lock with moderate damage that can allow the cyclone to chase or move around.
- Thor With the viking performing its job as an anti air fighter (meaning it can survive the fight), and the cyclone being able to defend them, the thor needs its anti air to fit the much needed role of anti capital ships fighter. And actually, the thor does a decent job at fighting capital ships with the high impact weapon, but is limited by its clumsiness. The thors are big and slow and therefore can't fire all at once, but tempests and broodlords can stack on top of each other and kite : and since they all have a 10 range, thors can't ever fight those ships properly. There are two options to fix that : => either bring the thor's movespeed up to the unsieged tank's one, to allow it to position itself properly and "chase" kiting tempests or broodlords => either bring the high impact's payload range to 11 or 12 (i think the first one would make much more sense)
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On December 05 2017 08:51 JackONeill wrote: Terran got huge nerfs to very key aspects of the race with no compensation : - the mine simply got gutted - bio's counters got buffed, indirectly nerfing the composition. - the raven is not assuming the role it needs to perform - terran mech anti air sucks, meaning that bio's late game anti air sucks too
Spot on
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On December 05 2017 04:10 ZigguratOfUr wrote:Show nested quote +On December 05 2017 03:56 Charoisaur wrote:On December 05 2017 03:47 washikie wrote:Zergs whining about air toss. I will now bestow the knowledge you once bestowed on me when i was but a Terran player: "Just kill them before they get their" With this knowledge bomb clearly you will now understand how late game zvp is a completely fair and balanced situation where protoss is justified in having an easy to control amove army that runs you over for not stopping them from reaching that point. You should have just not allowed them to play very defensively while making an unbeatable army. Your loss is completely fair and just. You were out skilled by there ability to sit in there base and make air units. How could you ever compare to someone who knows how to deffend on four bases while massing a very easy to use amove deathball that crushes evreything in its path. + Show Spoiler +It amuses me that a large number of zerg are complaining about skytoss when for years the answer to zerg late game for Terran has been "kill them before they get their". Why is it that the zerg community is convinced that they must have a superior late game in 100% of situations? Why not do as you have told terrans to do for ages and end the game before protoss get their? No no you got it all wrong  Terran loses in TvZ lategame because they refuse to build high tier units and just want to rally marines across the map all game. If they would adapt their playstyle like Zerg and Protoss do instead of stubbornly doing the same thing every game they'd have no problem at all in lategame /s Good guy Blizzard helping terran out by nerfing bio into oblivion.
What Terran Bio nerf?
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JackONeill, I think your post is a good analysis of why the direction they took is so great: they have nerfed exactly the most obnoxious things about terran - mines that were much harder to deal with than to use and an answer to anything in the early game, bio that was able to take on anything without any high-tech units and the cancer that was massing ravens.
Maybe it has left terran a little weaker, but that could be balanced by some slight number changes - and balance also really affects only top players, so everyone else should be pretty happy with those changes.
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On December 05 2017 03:18 ZigguratOfUr wrote:Show nested quote +On December 05 2017 01:18 Jerom wrote:On December 04 2017 10:25 ZigguratOfUr wrote:On December 04 2017 09:48 Jerom wrote: I feel like for diamond scrubs (and worse) the high templar change is the biggest problem in TvP. It's incredibly easy for protoss to have close to perfect micro right now. If they just attack move and storm with some high templars, the protoss is doing a really good job in a fight for diamond standards. At the moment I don't even know how I can deal with this because I'm nowhere near skilled enough to actually take a fight well enough in the lategame to compete with that.
It feels like at my level (im diamond 3 atm) TvP is basically unplayable in the lategame. I know the balance really matters at high level but this specific high templar change just targets the midtier levels with zero compensation for terran. Before this change, protoss players would have to group their high templars seperately and then lose a few maybe do to mispositioning or mismicro or being generally overwhelmed, while right now they're automatically nice and split between the army without the toss putting in any effort. This is a ridiculous state of the game for all (semi) casual terrans. Basically I have to all in right now or I will just lose in the lategame. I know theoretically I should just get good, but I'm not capable of playing that much and I don't seem to be very talented. It'd just be great if I could actually play lategame against protoss too. Casual balance is a pretty difficult thing to quantify. Mostly Blizzard doesn't bother with it much since matchmaking will generally level out people's winrates. Prior to the patch (and assuming that the skill of the players of the different races is equal) Zerg was by far the strongest with the average Zerg being mid-plat, Terran was in the middle with the average Terran being mid-gold and Protoss was the weakest with the average Protoss being low-gold. Post-patch Protoss and Terran have basically swapped places at the level of the general populace. Not sure if the assumption that the skill of the players of different races is equal is reasonable post-patch though since newer players attracted by FTP usually choose terran. Either way there's lots of stuff with all races that are easier to do than deal with, so I'd suggest to go for stuff like that such as ranged liberators. Well, this change would be a change aimed at casual balance to begin with. It simply makes the game easier and its effects shouldn't be that large at high levels (although I've seen enough mediocre high templar micro even in top games so this might just be an overall buff). The thing is that in the lategame protoss players can now just group high templars with their entire army, attack move, place a few storms and then literally have perfect micro. The high templars will spread out nicely, making sniping them off or emping a bunch really hard, they wont move forward or move in late, they'll just be there positioned perfectly with just a simple attack move. This is a big deal at levels where the mechanics of a player have a severe inpact on the game. The terran army, which is already generally pretty hard and has a very high skill cap, doesn't have anything this easy. Yes, there are things that are in some sense easier or harder to deal with and all races have some of these, but these high templars are something that happens in standard play. It's at the point where any mediocre player (and I'm not even talking about gold or something, but diamonds and probably even master players) will struggle badly to win a fight versus a maxed out protoss because the protoss will basically micro perfectly while the terran player will probably have some micro flaws. It's infuriating. I've personally always liked to aim for macro oriented playstyles, or when I get an advantage try to play it safe and get more ahead, but at this point if protoss ever gets a sizeable deathball it's becoming really hard to ever win a fight. This is supposed to be a quality of life change, to make the game more enjoyable precisely for diamond players. I'd claim its doing the opposite, it will over time probably reduce the TvP match up into an all in fest because at this skill level the match up is just not playable in the late game. Have you thought of the possibility that your experience might not be reflective of the general population. Show nested quote +On December 05 2017 01:35 xongnox wrote:Yep, using aligulac stats to consider balance is well know to be stupid bullshit for years. People still does it. Statistics literacy is not a widespread skill... So to be fast : - Expecting than a perfectly balance MU would lead to 50% ratio on aligulac typically assume two identical players distributions (skillwise), random picks from each, and a (really) huge numbers of games. Then by the law of large numbers we should get near 50%.
- In reality each hypothesis is plain false. Players distribution between races are not identical at all. According to the era, we can have 4 top-world-zerg for 1 top-world T and 1 same Toss, and 2 top-tiers Zergs for 5 top-tier T and 3 top-tier toss, etc, etc. In this condition, even with a perfectly balanced game and randoms match picks, statistics of korean tournements will be flawed.
- Games are not picked up randomly, but most of them are a result of some sort of qualification (even to play the second round of a qualifier, you have to win the first round, etc.), qualifications results relying on skill... and balance.
In practice there is an effect a bit similar to MMR matching on ladder, witch balance things out (stats wise) even if one race is super favored.
- In this setup, where similar MMR players are matched, 3 races is a nightmare to understand balance from statistics.
Suppose a totally broken Z >>>>>> P but the others MU are perfectly balanced. Then, because Z >>>>>> P, Z players will be over-ranked (skill wise), so matched with superior T opponents. So we will get T >>> Z stats-wise even if we account MMR of players, but the match-up is perfectly balanced. On the other end, P will be under-ranked and so they will do fine in PvT vs similar MMR. So we get P >>> T stats wise. Then because P underranked, zergs will be matched with better P opponents, not enough to compensate the imbalance but like 1/2 enough. So ZvP will appear Z >>> P. So we get on appearance Z >>> P, T >>> Z, and P >>> T, and this is only caused by one flawed MU. (but there is no way to know witch one )
tl:dr : don't even watch aligulac stats (or ladder ones). Watch tournaments, how games play out. Watch every fucking competitive terran on earth not even trying to play bio. Watch Korean ladder. Even the PvT match counted on aligulac atm is mostly mech, not bio, and people come here to use that statistics to speak about the balance of bio TvP... LOL. Aligulac statistics have weaknesses that have to be kept in mind while considering them, but at least they have some objectivity to them unlike anything else. People like to point out the flaws of the statistical methods when they don't agree with the results of the statistics. And I find it ironic that you think that watching a few games here or there through human lenses would give you a more statistically sound view of TvP. Your objections are mostly bullshit (which is surprising since there are a quite a number of legit criticism of aligulac): - You have to assume identical player distributions. Maybe in a magic world where you have a perfect measure of empirical skill you can say that 'twelve of the top sixteen most skilled players are terran' and as such it is perfectly reasonable to let every tournament be dominated by them, but without such magic no one would call that balanced or be satisfied by it. So you should balance things as if the player pools are the top are basically even, even if they really aren't.
- Qualifications hardly matter since qualifiers are usually included in aligulac, and additionally the qualifiers that aren't, aren't usually so high level as to filter out anyone who's actually good enough at the game that we'd care about the balance.
- Your example doesn't work in practice. If Z >>>>> P and the other match-ups are equal yes it does mean that PvT in later rounds of the tournament will probably be skewed towards the protoss, but also accordingly the number of PvTs will be larger in the earlier rounds of the tournament due to Protoss getting eliminated quickly. And there are many many tournaments the lower rounds of which heavily influence the balance due to the number of games, and it would be very apparent that ZvP is the problematic match-up.
- To balance supposing players pools at the top are basically even suppose as least as much magic to hold good results than to have a perfect mesure of empirical skill. (i was not suggesting that, btw). So you are just suggesting we should do with this false hypothesis because it's still our best one. And then, after acknowledging it's a false hypothesis ruining results, you say this critique is bullshit ? Because we can't do better ? I just say it's bad stats, not that we can do better...
Btw, we now have a bit of history of the competitive scene in SC2. And yeah, players distribution at the top can be way different from time to time and locally... (from the terran army in early KR to the Protoss Armada post Kespa switch to the ForeignLand utterly zerg-dominated).
- Sorry, maybe i should have used another word, like selection. Selection matters a lot (from a final of GSL to the 3rd round of a qualifier), players are not put at each other randomly at all. You even talk yourself about selection balance-wise in the first rounds, so i guess you understand the concept.
- typo : will be lower. Depends on the format of the tournament and players pools selection. My illustrative story hold true in a ladder/round robin (with pre selection of near MMR) settings. It's still important because people and Blizzard sometimes talks about win ratio on the ladder.
In a tournament setting, like a big binary Tree with no selection to entry, you are almost right. Well, since we don't know players pools distributions you are not true, but, supposing players pools staying identical between two patch and two tournaments with identical settings, we should observe modification of the balance equilibrium in PvT by your ways. Btw even in a random bracket your argument of a strongly skewed first rounds seems over-stated to me. In the firsts rounds of a random bracket, skill gap is often way superior to possible balance gap, weakening your argument.
Conclusion : Maybe instead of arguing about why statistics are not that good to describe balance, we should watch history. Worst periods of SC2 had OK-statistics for a while. Blizzard used statistics to kill SC2 by not acting during BL/infestors (yeah some terran won games by bunker rushing or 3 base pro-gglords all-ins, still got ZvZ finals.. )... the win/ratio was not that bad they said... they even used ladder stats at the time.. it's fine ! 46% for Terrans....we can wait !
I don't argue watching 3 games will get you a better statistical sense of balance. I argue the statistical sense of balance is a bad measure, and an expert human knowledge do better than blind watching some (bad) stats. For all the flaw we already talked, an awful lot of information is lost in statistics (like : design-wise and fun wise, the two most important thing in a game). BL/infestors or mass SH style should have been nerfed to the ground first and foremost because they were ugly and stupid (to play, to watch, to play versus). To wait for very bad stats is what nearly killed the game twice.
We should bring back bio to the game because it's fun and the DNA of Terran. Maybe Mech/rush is balanced vs Toss ( i don't think so but..) so the MU can be balanced (stats wise and reality wise), still, we should bring back bio.
Btw, know legit criticism of aligulac stats (like mostly game from 3-rd tier players, and if we account only the top we have way to few games, etc. ) is true but weaker then my arguments criticizing statistics methods in SC2 in geneal (so, ladder too, top competition too, etc. ). It seemed to me too obvious to even talk about that.
Last but not least, please don't assume people's intention. I always argued stats are bad to assert balance, since the beginning of SC2, no matter the context. Because there are bad and don't even factor the most important things (the design, the fun, the boring, etc.). History of SC2 balance & stats seems very clear to me.
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Revert marauder to HOTS stats and nerf chrono, that's the only thing imho.
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Yes, that's an obvious first step.
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On December 05 2017 19:33 opisska wrote: JackONeill, I think your post is a good analysis of why the direction they took is so great: they have nerfed exactly the most obnoxious things about terran - mines that were much harder to deal with than to use and an answer to anything in the early game, bio that was able to take on anything without any high-tech units and the cancer that was massing ravens.
Maybe it has left terran a little weaker, but that could be balanced by some slight number changes - and balance also really affects only top players, so everyone else should be pretty happy with those changes.
Yes, and i've always found the mine to be both abusive, random, annoying, and unfair. I'm also glad that the direction they took was to state that "massing 15 raven isnt the only way to play mech !"
However i think you're sugarcoating it when you're saying it left terran "a little weaker". Such uncompensated nerfs will need to see other units get buffed, and heavily. I wasnt proposing that viking health went from 125 to 150 lightly : that quite a massive buff. The thing is that nerfing core units for both bio and mech so heavily and not proposing compensation from the start is kinda dangerous and will only lead to frustration. For instance, the cyclone's AA was buffed a little, surely to compensate for the mine not being that good anymore, and for ravens now being unable to spawn turrets to help kill flying stuff. However the cyclone's AA is nowhere near where it's supposed to be so that it can fill such a massive void.
Therefore i think that not only will number buffs be needed, but design changes will be needed too. The ghost getting its energy back when the snipe is cancelled is already a MASSIVE help, and a step in the right direction, but i fear that blizzard won't move fast enough to prevent people (especially F2P newcomers) not playing the game out of frustration.
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On December 05 2017 21:43 JackONeill wrote:Show nested quote +On December 05 2017 19:33 opisska wrote: JackONeill, I think your post is a good analysis of why the direction they took is so great: they have nerfed exactly the most obnoxious things about terran - mines that were much harder to deal with than to use and an answer to anything in the early game, bio that was able to take on anything without any high-tech units and the cancer that was massing ravens.
Maybe it has left terran a little weaker, but that could be balanced by some slight number changes - and balance also really affects only top players, so everyone else should be pretty happy with those changes. Yes, and i've always found the mine to be both abusive, random, annoying, and unfair. I'm also glad that the direction they took was to state that "massing 15 raven isnt the only way to play mech !" However i think you're sugarcoating it when you're saying it left terran "a little weaker". Such uncompensated nerfs will need to see other units get buffed, and heavily. I wasnt proposing that viking health went from 125 to 150 lightly : that quite a massive buff. The thing is that nerfing core units for both bio and mech so heavily and not proposing compensation from the start is kinda dangerous and will only lead to frustration. For instance, the cyclone's AA was buffed a little, surely to compensate for the mine not being that good anymore, and for ravens now being unable to spawn turrets to help kill flying stuff. However the cyclone's AA is nowhere near where it's supposed to be so that it can fill such a massive void. Therefore i think that not only will number buffs be needed, but design changes will be needed too. The ghost getting its energy back when the snipe is cancelled is already a MASSIVE help, and a step in the right direction, but i fear that blizzard won't move fast enough to prevent people (especially F2P newcomers) not playing the game out of frustration.
The only reason for frustration of newcomers if when they read endless complaining posts online. Unless you are high Masters, you are unlikely to perceive any imbalance while playit, because if you race is harde, the matchmaker will just give you easier oponents. You are gonna win half of your games regardless of racial balance. Surely the game should be balanced but the importance of balance for non-top players is constantly overstated. I find it quite annoying after 7 years of living with the matchmaker.
This is the key reason why we should be looking into individual things that make the experience unfun, such as builds or units that dominate a matchup or a phase of the game instead of some statistics. Gameplay is much more important than balance. Yet most of the posts here are fixated on how "fair" some changes are to their race, yours included.
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On December 05 2017 03:47 washikie wrote:Zergs whining about air toss. I will now bestow the knowledge you once bestowed on me when i was but a Terran player: "Just kill them before they get their" With this knowledge bomb clearly you will now understand how late game zvp is a completely fair and balanced situation where protoss is justified in having an easy to control amove army that runs you over for not stopping them from reaching that point. You should have just not allowed them to play very defensively while making an unbeatable army. Your loss is completely fair and just. You were out skilled by there ability to sit in there base and make air units. How could you ever compare to someone who knows how to deffend on four bases while massing a very easy to use amove deathball that crushes evreything in its path. + Show Spoiler +It amuses me that a large number of zerg are complaining about skytoss when for years the answer to zerg late game for Terran has been "kill them before they get their". Why is it that the zerg community is convinced that they must have a superior late game in 100% of situations? Why not do as you have told terrans to do for ages and end the game before protoss get their?
So we shouldn't adress mass carriers because terrans insist on fighting ultras with marines? Terran arguments are evolving i see.
Another great example of why we need to separate balance threads by league.
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Seeing how people overeact with every single change and how terrans wouldn't stop saying that the race is completely broken no matter what, even when the patch is still fresh, i'm convinced Blizzard should stop listening to this community .
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On December 05 2017 22:41 xTJx wrote: Seeing how people overeact with every single change and how terrans wouldn't stop saying that the race is completely broken no matter what, even when the patch is still fresh, i'm convinced Blizzard should stop listening to this community .
Totally understandable, moreso when after every patch players needed to adapt and figure out things (which is one of the enticing things about watching any competitive game imho), but there's something off with the balance when INno and GuMiho for example (god-tier players) are losing nay to whatever the match pool is.
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On December 05 2017 19:33 opisska wrote: ...and balance also really affects only top players, so everyone else should be pretty happy with those changes.
This could not be more wrong. Of course it affects lower levels as well. There are players who will never achieve the same skill as the top players due to different reasons. Playing a race that is weaker than the others will influence their MMR and experience as well.
You can't just throw it off the table because "n00bs should learn to macro".
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On December 06 2017 00:26 FanaticCZ wrote:Show nested quote +On December 05 2017 19:33 opisska wrote: ...and balance also really affects only top players, so everyone else should be pretty happy with those changes. This could not be more wrong. Of course it affects lower levels as well. There are players who will never achieve the same skill as the top players due to different reasons. Playing a race that is weaker than the others will influence their MMR and experience as well. You can't just throw it off the table because "n00bs should learn to macro".
Of course it influences your MMR. But how do you know if you have 3.9k MMR because your race is weak or because you are bad? You simply don't. The matchmaker makes the experience exactly the same. The only effect is that the number and icon can be a little different, but you still have no way of knowing if it is the case or not.
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On December 05 2017 22:07 opisska wrote:Show nested quote +On December 05 2017 21:43 JackONeill wrote:On December 05 2017 19:33 opisska wrote: JackONeill, I think your post is a good analysis of why the direction they took is so great: they have nerfed exactly the most obnoxious things about terran - mines that were much harder to deal with than to use and an answer to anything in the early game, bio that was able to take on anything without any high-tech units and the cancer that was massing ravens.
Maybe it has left terran a little weaker, but that could be balanced by some slight number changes - and balance also really affects only top players, so everyone else should be pretty happy with those changes. Yes, and i've always found the mine to be both abusive, random, annoying, and unfair. I'm also glad that the direction they took was to state that "massing 15 raven isnt the only way to play mech !" However i think you're sugarcoating it when you're saying it left terran "a little weaker". Such uncompensated nerfs will need to see other units get buffed, and heavily. I wasnt proposing that viking health went from 125 to 150 lightly : that quite a massive buff. The thing is that nerfing core units for both bio and mech so heavily and not proposing compensation from the start is kinda dangerous and will only lead to frustration. For instance, the cyclone's AA was buffed a little, surely to compensate for the mine not being that good anymore, and for ravens now being unable to spawn turrets to help kill flying stuff. However the cyclone's AA is nowhere near where it's supposed to be so that it can fill such a massive void. Therefore i think that not only will number buffs be needed, but design changes will be needed too. The ghost getting its energy back when the snipe is cancelled is already a MASSIVE help, and a step in the right direction, but i fear that blizzard won't move fast enough to prevent people (especially F2P newcomers) not playing the game out of frustration. The only reason for frustration of newcomers if when they read endless complaining posts online. Unless you are high Masters, you are unlikely to perceive any imbalance while playit, because if you race is harde, the matchmaker will just give you easier oponents. You are gonna win half of your games regardless of racial balance. Surely the game should be balanced but the importance of balance for non-top players is constantly overstated. I find it quite annoying after 7 years of living with the matchmaker. This is the key reason why we should be looking into individual things that make the experience unfun, such as builds or units that dominate a matchup or a phase of the game instead of some statistics. Gameplay is much more important than balance. Yet most of the posts here are fixated on how "fair" some changes are to their race, yours included.
You're denying reality here. Stating that frustration doesn't come from the game but the forum is absolutely ridiculous. Also people experience "legitimate" balance issues far deeper than high masters league. And no one has been talking about statistics here. Moreover, if you think that "fun" in a game doesn't depend on balance, you're sorely mistaken (especially when we're talking about new F2P-brought players).
I won't bother to go deeply into how and why you're wrong (it's a useless discussion and i wrote like an entire page worth of something much more interesting to me), but it's kinda amazing how you managed how you managed to write a post that's entirely and solely composed of erroneous or dishonnest statements.
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The two reactions here are a classic example of what ingrained opinions do to people. None of you have provided any reall rebuttals besides me just being "wrong" - I guess because there really aren't any to be provided in the first place. However your conviction that balance must be super-important to everyone is so strong that you feel compelled to just repeat vague notions in absence of any arguments, because your minds cannot come to terms with the possibility of things not being the way you feel.
So once again: the matchmaker gives you opponents that you have a 50% chance of beating. Players of all kinds of skill are available on ladder. If you are not at either extreme of the distribution, then even if the game is objectively imbalanced against your race, there are players available that will provide you a balanced game and you will be matched with such players. If your race is underpowered, you will be getting players who are somewhat worse than you as a compensation. However because you cannot determine your real skill level (MMR/league where you should be) independently of your race, you have no way of telling that this happens. Seriously, the only players somewhat affected by imbalance on non-top level are randoms, because they have a single MMR for all races; even people who just switch races are now fine with per-race MMR system.
Until you provide concrete arguments why this is not true, you are just shouting into the wind.
edit: to be even more clear, I am not denying that frustration can come from the experience in game. On the contrary, it does and I can tell you a lot about it But it has nothing to do with racial balance, things can frustrate you independently of whether your race is under- or over-powered. That is the whole point, that the things that matter to the bulk of players are on the "microscale" in game and they are highly individual and dependent on personal styles and abilities, while the actual racial balance has no effect outside top level competition.
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Yep, even on ladder with matchmaking, huge imbalance or stupid design cause a lot of frustration (ask zergs about 5rax reapers or Terrans about BL/infestors). In this situation you sometimes feels like in a match-up you loose vs a way worse player than you only because some imba shit. It is very frustrating... to the point some people stop to play. (cf. bl.infestors)
We should also see pro-scene as an inspiration for casual players. Today i can't even grab some good TvP bio builds from korean Terrans, because no one plays bio and win reasonably vs similar level opponents. (well, maybe uthermal and Major are better inspirations atm... )
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I agree that things that are obviously broken need to be patched. But ironically, such things may exists for races that are otherwise underpowered.
I was mostly addressing his remark that this will "frustrate newcomers" though and so talk about pro-scene and builds is rather tangential. Again, I agree that if we want to have a pro-scene, balance is essential.
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On December 06 2017 02:25 xongnox wrote: Yep, even on ladder with matchmaking, huge imbalance or stupid design cause a lot of frustration (ask zergs about 5rax reapers or Terrans about BL/infestors). In this situation you sometimes feels like in a match-up you loose vs a way worse player than you only because some imba shit. It is very frustrating... to the point some people stop to play. (cf. bl.infestors)
We should also see pro-scene as an inspiration for casual players. Today i can't even grab some good TvP bio builds from korean Terrans, because no one plays bio and win reasonably vs similar level opponents. (well, maybe uthermal and Major are better inspirations atm... )
innovation gave up on mech in tvp cuz it's worse than bio and he loses to aLive's protoss, but it's ridiculous to see how heromarine beating 6.3mmr protosses with only bio vs colossi and storm, their mmr doesn't reflect their skill.
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On December 06 2017 02:19 opisska wrote:
So once again: the matchmaker gives you opponents that you have a 50% chance of beating. Players of all kinds of skill are available on ladder. If you are not at either extreme of the distribution, then even if the game is objectively imbalanced against your race, there are players available that will provide you a balanced game and you will be matched with such players. If your race is underpowered, you will be getting players who are somewhat worse than you as a compensation. However because you cannot determine your real skill level (MMR/league where you should be) independently of your race, you have no way of telling that this happens. Seriously, the only players somewhat affected by imbalance on non-top level are randoms, because they have a single MMR for all races; even people who just switch races are now fine with per-race MMR system.
but there's no matchup-based MMR, so if one matchup is heavily imbalanced you won't have a 50% winrate in that matchup because the other 2 matchups are still keeping your MMR relatively high.
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On December 05 2017 19:36 Argonauta wrote: Revert marauder to HOTS stats and nerf chrono, that's the only thing imho.
And make Carrier build time longer or some other nerf, with the multitude of Infestor nerfs that were brought about specifically to counter Protoss mass air once again the Golden Armada is a rofl stomp 100 APM army that requires Zerg to utilize Queens, Vipers, and Infestors with excellent micro to even have a chance of defeating.
On top of it being imbalanced (I mean, they are clearly never going to buff Corruptors or Hydralisks vs. air at this point, can't help but feel that ship has sailed) it's incredibly not fun. This game has long been plagued with, "Achieve the ultimate air army because every races AA kind of sucks" and that needs to be the opposite direction moving forward to make aerial play much more limited.
Oh and Chrono is way too good in it's current format, I understand giving Protoss some love because they received the most changes so I figured a bit of imba and OP would pop up here and there, the game definitely feels better to play. But Terran feels weak, Protoss feels strong, and Zerg feels like they still cannot do a thing against mass Protoss air play.
- Revert rauders so bio can have more of a chance against Ultralisks/late game viability
- Nerf Chrono because it's too flexible, it allows Protoss to power upgrades, or power units, or power a Nexus, MULES and Inject don't possess near that level of flexibility. MULES gives income boost, Inject gives Larvae, Chrono gives.....anything the Protoss wants?
- Nerf Carriers but give buffs elsewhere, like ground units, the balance team should make a, "by the end of the year, mass air strategies will suck" game plan, because it is seriously lame.
Broodlord/Infestor? Unstoppable air army
Pre nerfed Liberators/Ravens? Terran rushed for turtle mode unstoppable air army
Mass Carrier with Mothership? Unstoppable air army
I just don't understand why mass Broodlord/Infestor and mass Skyterran are both considered cancer and get nerfed substantially, but Sky Protoss is not? What is the actual rationale behind this? At least with Broodlord/Infestor you had to micro manage your units because they were slow and vulnerable (Broods) or possessed weird activated abilities and needed a good spread to not get reamed by Infestors and Corruptors (Skyterran), what vulnerabilities does mass Carrier possess besides surrendering map control?
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On December 06 2017 02:19 opisska wrote:The two reactions here are a classic example of what ingrained opinions do to people. None of you have provided any reall rebuttals besides me just being "wrong" - I guess because there really aren't any to be provided in the first place. However your conviction that balance must be super-important to everyone is so strong that you feel compelled to just repeat vague notions in absence of any arguments, because your minds cannot come to terms with the possibility of things not being the way you feel. So once again: the matchmaker gives you opponents that you have a 50% chance of beating. Players of all kinds of skill are available on ladder. If you are not at either extreme of the distribution, then even if the game is objectively imbalanced against your race, there are players available that will provide you a balanced game and you will be matched with such players. If your race is underpowered, you will be getting players who are somewhat worse than you as a compensation. However because you cannot determine your real skill level (MMR/league where you should be) independently of your race, you have no way of telling that this happens. Seriously, the only players somewhat affected by imbalance on non-top level are randoms, because they have a single MMR for all races; even people who just switch races are now fine with per-race MMR system. Until you provide concrete arguments why this is not true, you are just shouting into the wind. edit: to be even more clear, I am not denying that frustration can come from the experience in game. On the contrary, it does and I can tell you a lot about it  But it has nothing to do with racial balance, things can frustrate you independently of whether your race is under- or over-powered. That is the whole point, that the things that matter to the bulk of players are on the "microscale" in game and they are highly individual and dependent on personal styles and abilities, while the actual racial balance has no effect outside top level competition.
The fact that a person has been playing on a certain MMR/league level that could be considered his best where he achieved a long term 50% winratio (for 3+ years) and suddenly post-patch his MMR drops significantly without any real mechanical skill decline tells me that there is some sort of an imbalance in the game that made his previously equal opponents (protoss and zerg in this instance) a lot better.
Obviously there are multiple other reasons that contribute but you cant just throw this out of the window and say that it only affects the highest level.
Why did I increase my MMR/got promoted when Hellbats were a thing at the start of HotS and plummeted right back down where i was for a long time before (and stayed there from that point) the moment they patched them? Was it because i somehow started playing better for that same amount of time the hellbats were OP or was it because i was abusing their power which increased my MMR because my equal opponents were unable to deal with that?
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Reverting Marauders changes would mean that Ultralisks are back to being useless cows that die like pigeons from stimmed bio. I think that current state of ths unit vs bio is kinda OK. Bio still can kill Ultras but it's not so ez as it was in HOTS which is understandable concidering Ultra is top tier for Zerg and Bio is not same thing for T. So indirect nerf to Ultras, when they just nerfed Infestors to the ground would be an overkill. Now, I understand that it would help a lot in PvT but it would wreck TvZ. I think nerfing ChronoBoost is the way to go. It would make Protoss timings less imba and first of all it would nerf its ridiculous economy. It would normalize 2 forge play too. Now even Special is saying that Protoss can have 3/3 in time when Terran has his 1/1. Its pretty much OP
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On December 06 2017 14:50 hiroshOne wrote: Reverting Marauders changes would mean that Ultralisks are back to being useless cows that die like pigeons from stimmed bio. I think that current state of ths unit vs bio is kinda OK. Bio still can kill Ultras but it's not so ez as it was in HOTS which is understandable concidering Ultra is top tier for Zerg and Bio is not same thing for T. So indirect nerf to Ultras, when they just nerfed Infestors to the ground would be an overkill. Now, I understand that it would help a lot in PvT but it would wreck TvZ. I think nerfing ChronoBoost is the way to go. It would make Protoss timings less imba and first of all it would nerf its ridiculous economy. It would normalize 2 forge play too. Now even Special is saying that Protoss can have 3/3 in time when Terran has his 1/1. Its pretty much OP
Why would it wreck TvZ? Bio isn't even being played much in TvZ currently, so it's hard to imagine that a marauder buff would flip the match-up on its head.
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Reverting marauders when ghosts were buffed is a wrong move. If you make the ghost easier to use with bio AND buff the marauder, bio will be overwhelming.
The first thing blizz has to do is recognize that they gutted the mine without giving bio any compensation, and that such a nerf to the mine makes it unusable. The mine change needs to be reverted, changed or a least reconsidered (for instance i suggested making it weaker, but cheaper, faster to produce, and only 1 population).
Second thing is taking a look at the reaper. 3 rax reapers has been a cancer, everyone can and usually will agree about that, however the reaper is now back to its original state, where you can only build 1 or 2 in the early game, then you can unbind the R key for your baracks. Maybe giving the reaper some kind of utility later in the game through an upgrade would be nice. For instance, removing the reaper grenade but having a tech lab upgrade requiring the ghost academy that gives the reaper some AoE utility to cope for the mine nerf? Or give the reaper detection to help bio players use mules to sustain their production?
I would love for blizzard to consider giving bio playstyle somewhat of a coherent and well rounded roster of units so that you can play full bio, with the ghost as a late game unit, and the reaper not being useless past the 4 minute mark.
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On December 06 2017 15:19 JackONeill wrote: Reverting marauders when ghosts were buffed is a wrong move. If you make the ghost easier to use with bio AND buff the marauder, bio will be overwhelming.
The first thing blizz has to do is recognize that they gutted the mine without giving bio any compensation, and that such a nerf to the mine makes it unusable. The mine change needs to be reverted, changed or a least reconsidered (for instance i suggested making it weaker, but cheaper, faster to produce, and only 1 population).
Second thing is taking a look at the reaper. 3 rax reapers has been a cancer, everyone can and usually will agree about that, however the reaper is now back to its original state, where you can only build 1 or 2 in the early game, then you can unbind the R key for your baracks. Maybe giving the reaper some kind of utility later in the game through an upgrade would be nice. For instance, removing the reaper grenade but having a tech lab upgrade requiring the ghost academy that gives the reaper some AoE utility to cope for the mine nerf? Or give the reaper detection to help bio players use mules to sustain their production?
I would love for blizzard to consider giving bio playstyle somewhat of a coherent and well rounded roster of units so that you can play full bio, with the ghost as a late game unit, and the reaper not being useless past the 4 minute mark.
Seeing the Reaper not built past 4 minutes is a disappointment, it's a good high skill cap/micro unit that really shows the difference between top tier players and low tier, I would be fine giving it some pro bio changes, but idk, even with some type of AoE utility, what purpose is it going to serve a Terran in the late game when a Zerg is fielding Brood Lords, Ultralisks and cracklings?
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Yeah. Lategame AOE utility with unit that can be massed on barracks with reactors in early game. Definitely not powerful especially in LOTV economy model where u can pretty much rush to higher tech imidiately. Very good idea man.
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On December 06 2017 14:50 hiroshOne wrote: Reverting Marauders changes would mean that Ultralisks are back to being useless cows that die like pigeons from stimmed bio. I think that current state of ths unit vs bio is kinda OK. Bio still can kill Ultras but it's not so ez as it was in HOTS which is understandable concidering Ultra is top tier for Zerg and Bio is not same thing for T. So indirect nerf to Ultras, when they just nerfed Infestors to the ground would be an overkill. Now, I understand that it would help a lot in PvT but it would wreck TvZ. I think nerfing ChronoBoost is the way to go. It would make Protoss timings less imba and first of all it would nerf its ridiculous economy. It would normalize 2 forge play too. Now even Special is saying that Protoss can have 3/3 in time when Terran has his 1/1. Its pretty much OP
As some others and i mentioned, if they revert the Marauder they should also revert the Ultra to 8 armor.
I did some math. I compared the current marine/marauder bio ball vs Ultras with the buffed marauder bio ball vs 8 armor ultra, I also assumed the terran player to produce his bio out of 8 Barracks and always stimming his bio.
when producing out of 4 tech labs and 4 Reactors the new bio ball would have 97% of the current bio balls dps vs ultras. when producing out of 5 tach labs and 3 Reactors the new bio ball would have 105% ot the current bio balls dps vs ultras. Also the attack animation of the buffed marauder will be shorter and therefore better to micro.
that's not too shabby i think.
But to be fair, the Ultra isn't really a problem in TvZ and i think the more important reason for the Marauder change is the strength of chargelot/Stalker/sentry the problems in BiovZ are LBH and the lack of good Bio openings.
Edit: + a Marauder change would not affect Mech
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On December 06 2017 15:37 jpg06051992 wrote:Show nested quote +On December 06 2017 15:19 JackONeill wrote: Reverting marauders when ghosts were buffed is a wrong move. If you make the ghost easier to use with bio AND buff the marauder, bio will be overwhelming.
The first thing blizz has to do is recognize that they gutted the mine without giving bio any compensation, and that such a nerf to the mine makes it unusable. The mine change needs to be reverted, changed or a least reconsidered (for instance i suggested making it weaker, but cheaper, faster to produce, and only 1 population).
Second thing is taking a look at the reaper. 3 rax reapers has been a cancer, everyone can and usually will agree about that, however the reaper is now back to its original state, where you can only build 1 or 2 in the early game, then you can unbind the R key for your baracks. Maybe giving the reaper some kind of utility later in the game through an upgrade would be nice. For instance, removing the reaper grenade but having a tech lab upgrade requiring the ghost academy that gives the reaper some AoE utility to cope for the mine nerf? Or give the reaper detection to help bio players use mules to sustain their production?
I would love for blizzard to consider giving bio playstyle somewhat of a coherent and well rounded roster of units so that you can play full bio, with the ghost as a late game unit, and the reaper not being useless past the 4 minute mark. Seeing the Reaper not built past 4 minutes is a disappointment, it's a good high skill cap/micro unit that really shows the difference between top tier players and low tier, I would be fine giving it some pro bio changes, but idk, even with some type of AoE utility, what purpose is it going to serve a Terran in the late game when a Zerg is fielding Brood Lords, Ultralisks and cracklings?
I don't know really, just throwing ideas. For instance if they were able to land spider mines? I don't know i just think it's bad design to have a unit that only has early game utility, and nothing past that. There's actually no other unit like that in the game. The only one may be the roach, but they can be turned into ravagers and get some mid-late game purpose.
The reaper is truly the only unit in the game that can't built past the early game.
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