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StarCraft II Balance Update – December 18 - Page 3

Forum Index > SC2 General
168 CommentsPost a Reply
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MockHamill
Profile Joined March 2010
Sweden1798 Posts
December 20 2017 14:04 GMT
#41
On December 20 2017 22:01 LoneYoShi wrote:
Show nested quote +
On December 20 2017 17:30 LSN wrote:
Seriously, does Blizzard even know about their game's state?
It is not far away from command & conquer full retard level anymore.

I don't know many guys, who do not wish to just delete and forget about SC2 altogether, which are no full noobs or total white knights.


As an older guy that plays since WC2 I was recently trying to have some fun with SC2 after a longer period of inactivity (~18 months?). Hence I logged myself into several RT 3on3 games. Halleluja.


I could not manage to play myself out of diamond 3 level for quite some time first. Meanwhiles I reached Diamond 2 level (3on3 RT, solo), which to a large degree is result from lucky random distributions and nothing else, that means I just got more lucky with team mates while my opponent's teams did not.


Ok lets end the funny stories and come to actual issues, to save my and your time:

1. Protoss air is too strong and dominates the whole meta in teamgames.
2. MM in SC2 (such as in HOTS) can not detect player strengths. Players are somewhat randomly distributed over the ranks. It means almost nothing, mostly it is an indicator of activity and the ability to abuse MM mechanics - not an indicator of skill.
3. Even if you are on a certain rank it means few for your matchmaking, hence ranks becomes completely meaningless. Playing 3on3 RT on master 1 gives you the same selection of players as playing on diamond 3 - 90% of times.
(note: all that is related to 3on3 and 4on4 RT with full random team only, not with max fixed mates + 1 random player).



1. Protoss air is too strong.

Carrier's interceptors follow units in range that move out of range way too long. Basically nothing can escape. Even hit and run units like mutas can't escape after hitting carriers, interceptors just a move behind them somehow and kill em over half map size or smth.

Emergency Fix:
Reduce interceptor log on by 67%
Step 2:
Play around with interceptor vs. armor interactions. E.g. give interceptors 2x3 dmg instead of 1x6 and add 2x1 so that it becomes 2x4. Add some armor to affected units like corruptors and reduce their health?


2. Random distribution of skill over the ranks.

Steps:
Determine player skill as a new variable, it is not represented by MMR.
1on1 = 50% 1on1 current + 50% 1on1 history
2on2 = 50% 1on1 + 50% 2on2
3on3 = 50% 1on1, 25% 2on2 + 25% 3on3
4on4 = 50% 1on1, 50/3% 2on2, 50/3% 3on3 + 50/3% 4on4

Add history of teammatches in case history of 1on1 has not enough data (not played or barely played):
Get a % relation of 1on1 to 2on2, 1on1 to 3on3 and 1on1 to 4on4 of each player in the brackets a) current season, b) 12 months, c) all-time. Inject into equations.


3. Random matchmaking:
Create matches amongst players who are similar through a system described before. Stop the matchmaking to believe a better player (lets say master 1) can or even wants to make up for a worse player (lets say gold) while playing against 2 mediocre opponents (lets say diamond). It is a reason for
the randomness as well.



Lets continue with few more funny stories:
I tried playing some protoss and was more successful than playing with my mainrace with only a-moving units around. You go instant air behind cannons + teammates every game. Basically it is enough to do one move with your either rays or fenixes (depending what you opted for) before carriers hit. That means you either a-move out with like 6-8 rays and kill one expansion of the opponent or important tech or units, or you bring down energy of like 10-12 fenixes to zero once while lifting random units. Your carriers arrive meanwhiles and you done mostly.

The randomness of games result from the randomness of team assembly (a system that does not work like the one I described above) combined with the randomness of distribution of skill. It is basically full random, nothing else. Hence I am on diamond 3 (3on3 in that case) just like the guy who got SC2 since free2play patch and system puts us on same skill level. Results are hyper frustrating for everyone I know.

Abuse: You can of course abuse the system with maxed fixed mates + one random mate. It is not my matter, I wanna see SC2 improve, what you deliver in MM is close to trash level.

Even if you manage to get a higher rank you get the same selection of players in your game. It is impossible to feel any fun with the game that way. My 4on4 RT rank is still on master 1 just like 18 months ago when I was #1 EU (I know, big gosu that I am) for several weeks. No matter 18 months ago or now, it does not make any difference in player selection if I play on my 3on3 RT diamond3 or my 4on4 RT master 1, it is the same random selection of players (master + gold = 2x diamond) with random distribution of skill (full noobs in diamond and masters, inactive or non abusers on lower ranks).


SC2 ist what you could call a failed state. Backing off, nuff said. HF flamers.

Edit: Forgot one thing.
I think protoss can get upgrades way too fast with chrono. Curren't patch wont help much I believe. 3 air dmg is there way too fast.


Just to make sure I get it right, you're actually proposing changes to the game based on a bunch on random team 3v3 games at diamond level ?


Well to be fair Carriers are too strong in 1v1 too. But they are completly OP in team games and basically wreck team game experiences.

Since Carriers are too strong in TvP, ZvP and even PvP plus completly broken in team games I think this should be the next thing Blizzard looks at.
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
December 20 2017 14:24 GMT
#42
roflmao 1 second delay, might as well be 1 million
ur pro or ur noob , thats life
JimmyJRaynor
Profile Blog Joined April 2010
Canada16701 Posts
December 20 2017 15:15 GMT
#43
On December 20 2017 05:43 Tyrhanius wrote:
Can we discuss about tanks being way too strong ?
The damage is insane, they require no upgrade for siege and you can easily mass them...
Blinding cloud is nerfed, SH are now useless, mutas are not viable thx to thors being too strong ?
At least if they nerf thor splash and you can magic box again then revert WM nerf.
4M vs LBM was the best area.

i like the Tank being strong. i think Blizzard should leave the Tank alone. the Tank is great as it is right now.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
fx9
Profile Joined November 2013
117 Posts
December 20 2017 16:16 GMT
#44
On December 20 2017 23:04 MockHamill wrote:
Show nested quote +
On December 20 2017 22:01 LoneYoShi wrote:
On December 20 2017 17:30 LSN wrote:
Seriously, does Blizzard even know about their game's state?
It is not far away from command & conquer full retard level anymore.

I don't know many guys, who do not wish to just delete and forget about SC2 altogether, which are no full noobs or total white knights.


As an older guy that plays since WC2 I was recently trying to have some fun with SC2 after a longer period of inactivity (~18 months?). Hence I logged myself into several RT 3on3 games. Halleluja.


I could not manage to play myself out of diamond 3 level for quite some time first. Meanwhiles I reached Diamond 2 level (3on3 RT, solo), which to a large degree is result from lucky random distributions and nothing else, that means I just got more lucky with team mates while my opponent's teams did not.


Ok lets end the funny stories and come to actual issues, to save my and your time:

1. Protoss air is too strong and dominates the whole meta in teamgames.
2. MM in SC2 (such as in HOTS) can not detect player strengths. Players are somewhat randomly distributed over the ranks. It means almost nothing, mostly it is an indicator of activity and the ability to abuse MM mechanics - not an indicator of skill.
3. Even if you are on a certain rank it means few for your matchmaking, hence ranks becomes completely meaningless. Playing 3on3 RT on master 1 gives you the same selection of players as playing on diamond 3 - 90% of times.
(note: all that is related to 3on3 and 4on4 RT with full random team only, not with max fixed mates + 1 random player).



1. Protoss air is too strong.

Carrier's interceptors follow units in range that move out of range way too long. Basically nothing can escape. Even hit and run units like mutas can't escape after hitting carriers, interceptors just a move behind them somehow and kill em over half map size or smth.

Emergency Fix:
Reduce interceptor log on by 67%
Step 2:
Play around with interceptor vs. armor interactions. E.g. give interceptors 2x3 dmg instead of 1x6 and add 2x1 so that it becomes 2x4. Add some armor to affected units like corruptors and reduce their health?


2. Random distribution of skill over the ranks.

Steps:
Determine player skill as a new variable, it is not represented by MMR.
1on1 = 50% 1on1 current + 50% 1on1 history
2on2 = 50% 1on1 + 50% 2on2
3on3 = 50% 1on1, 25% 2on2 + 25% 3on3
4on4 = 50% 1on1, 50/3% 2on2, 50/3% 3on3 + 50/3% 4on4

Add history of teammatches in case history of 1on1 has not enough data (not played or barely played):
Get a % relation of 1on1 to 2on2, 1on1 to 3on3 and 1on1 to 4on4 of each player in the brackets a) current season, b) 12 months, c) all-time. Inject into equations.


3. Random matchmaking:
Create matches amongst players who are similar through a system described before. Stop the matchmaking to believe a better player (lets say master 1) can or even wants to make up for a worse player (lets say gold) while playing against 2 mediocre opponents (lets say diamond). It is a reason for
the randomness as well.



Lets continue with few more funny stories:
I tried playing some protoss and was more successful than playing with my mainrace with only a-moving units around. You go instant air behind cannons + teammates every game. Basically it is enough to do one move with your either rays or fenixes (depending what you opted for) before carriers hit. That means you either a-move out with like 6-8 rays and kill one expansion of the opponent or important tech or units, or you bring down energy of like 10-12 fenixes to zero once while lifting random units. Your carriers arrive meanwhiles and you done mostly.

The randomness of games result from the randomness of team assembly (a system that does not work like the one I described above) combined with the randomness of distribution of skill. It is basically full random, nothing else. Hence I am on diamond 3 (3on3 in that case) just like the guy who got SC2 since free2play patch and system puts us on same skill level. Results are hyper frustrating for everyone I know.

Abuse: You can of course abuse the system with maxed fixed mates + one random mate. It is not my matter, I wanna see SC2 improve, what you deliver in MM is close to trash level.

Even if you manage to get a higher rank you get the same selection of players in your game. It is impossible to feel any fun with the game that way. My 4on4 RT rank is still on master 1 just like 18 months ago when I was #1 EU (I know, big gosu that I am) for several weeks. No matter 18 months ago or now, it does not make any difference in player selection if I play on my 3on3 RT diamond3 or my 4on4 RT master 1, it is the same random selection of players (master + gold = 2x diamond) with random distribution of skill (full noobs in diamond and masters, inactive or non abusers on lower ranks).


SC2 ist what you could call a failed state. Backing off, nuff said. HF flamers.

Edit: Forgot one thing.
I think protoss can get upgrades way too fast with chrono. Curren't patch wont help much I believe. 3 air dmg is there way too fast.


Just to make sure I get it right, you're actually proposing changes to the game based on a bunch on random team 3v3 games at diamond level ?


Well to be fair Carriers are too strong in 1v1 too. But they are completly OP in team games and basically wreck team game experiences.

Since Carriers are too strong in TvP, ZvP and even PvP plus completly broken in team games I think this should be the next thing Blizzard looks at.


Well to be fair, every protoss units are OP!
Is there any protoss units that are not OP?

People has been complaining for ages about zealots (yes you read it right, zealots), sentries, stalkers, adepts, warp prism, immortals, collosus, disruptor, phoenixes, oracles, void rays, carriers, tempests, dark templars, high templars, archons, mothership core & mothership.

Yet the balance team has done nothing to address that. These bunch of slackers deserved to be fired.
Ransomstarcraft
Profile Joined September 2016
75 Posts
December 20 2017 16:34 GMT
#45
On December 20 2017 17:30 LSN wrote:
Seriously, does Blizzard even know about their game's state?
It is not far away from command & conquer full retard level anymore.

I don't know many guys, who do not wish to just delete and forget about SC2 altogether, which are no full noobs or total white knights.


As an older guy that plays since WC2 I was recently trying to have some fun with SC2 after a longer period of inactivity (~18 months?). Hence I logged myself into several RT 3on3 games. Halleluja.


I could not manage to play myself out of diamond 3 level for quite some time first. Meanwhiles I reached Diamond 2 level (3on3 RT, solo), which to a large degree is result from lucky random distributions and nothing else, that means I just got more lucky with team mates while my opponent's teams did not.


Ok lets end the funny stories and come to actual issues, to save my and your time:

1. Protoss air is too strong and dominates the whole meta in teamgames.
2. MM in SC2 (such as in HOTS) can not detect player strengths. Players are somewhat randomly distributed over the ranks. It means almost nothing, mostly it is an indicator of activity and the ability to abuse MM mechanics - not an indicator of skill.
3. Even if you are on a certain rank it means few for your matchmaking, hence ranks becomes completely meaningless. Playing 3on3 RT on master 1 gives you the same selection of players as playing on diamond 3 - 90% of times.
(note: all that is related to 3on3 and 4on4 RT with full random team only, not with max fixed mates + 1 random player).



1. Protoss air is too strong.

Carrier's interceptors follow units in range that move out of range way too long. Basically nothing can escape. Even hit and run units like mutas can't escape after hitting carriers, interceptors just a move behind them somehow and kill em over half map size or smth.

Emergency Fix:
Reduce interceptor log on by 67%
Step 2:
Play around with interceptor vs. armor interactions. E.g. give interceptors 2x3 dmg instead of 1x6 and add 2x1 so that it becomes 2x4. Add some armor to affected units like corruptors and reduce their health?


2. Random distribution of skill over the ranks.

Steps:
Determine player skill as a new variable, it is not represented by MMR.
1on1 = 50% 1on1 current + 50% 1on1 history
2on2 = 50% 1on1 + 50% 2on2
3on3 = 50% 1on1, 25% 2on2 + 25% 3on3
4on4 = 50% 1on1, 50/3% 2on2, 50/3% 3on3 + 50/3% 4on4

Add history of teammatches in case history of 1on1 has not enough data (not played or barely played):
Get a % relation of 1on1 to 2on2, 1on1 to 3on3 and 1on1 to 4on4 of each player in the brackets a) current season, b) 12 months, c) all-time. Inject into equations.


3. Random matchmaking:
Create matches amongst players who are similar through a system described before. Stop the matchmaking to believe a better player (lets say master 1) can or even wants to make up for a worse player (lets say gold) while playing against 2 mediocre opponents (lets say diamond). It is a reason for
the randomness as well.



Lets continue with few more funny stories:
I tried playing some protoss and was more successful than playing with my mainrace with only a-moving units around. You go instant air behind cannons + teammates every game. Basically it is enough to do one move with your either rays or fenixes (depending what you opted for) before carriers hit. That means you either a-move out with like 6-8 rays and kill one expansion of the opponent or important tech or units, or you bring down energy of like 10-12 fenixes to zero once while lifting random units. Your carriers arrive meanwhiles and you done mostly.

The randomness of games result from the randomness of team assembly (a system that does not work like the one I described above) combined with the randomness of distribution of skill. It is basically full random, nothing else. Hence I am on diamond 3 (3on3 in that case) just like the guy who got SC2 since free2play patch and system puts us on same skill level. Results are hyper frustrating for everyone I know.

Abuse: You can of course abuse the system with maxed fixed mates + one random mate. It is not my matter, I wanna see SC2 improve, what you deliver in MM is close to trash level.

Even if you manage to get a higher rank you get the same selection of players in your game. It is impossible to feel any fun with the game that way. My 4on4 RT rank is still on master 1 just like 18 months ago when I was #1 EU (I know, big gosu that I am) for several weeks. No matter 18 months ago or now, it does not make any difference in player selection if I play on my 3on3 RT diamond3 or my 4on4 RT master 1, it is the same random selection of players (master + gold = 2x diamond) with random distribution of skill (full noobs in diamond and masters, inactive or non abusers on lower ranks).


SC2 ist what you could call a failed state. Backing off, nuff said. HF flamers.

Edit: Forgot one thing.
I think protoss can get upgrades way too fast with chrono. Curren't patch wont help much I believe. 3 air dmg is there way too fast.


You can't balance the whole game around team games, but I would like to see at some point in the future a separate balance for team games. Right now it would be as simple as nerfing the capital ships. Team games have been consistently enjoyable for me for the entirety of SC2, which is much more than I can say for 1v1.

Team games were Co-op before there was Co-op.
Charoisaur
Profile Joined August 2014
Germany15957 Posts
Last Edited: 2017-12-20 16:48:05
December 20 2017 16:47 GMT
#46
On December 21 2017 01:16 fx9 wrote:
Show nested quote +
On December 20 2017 23:04 MockHamill wrote:
On December 20 2017 22:01 LoneYoShi wrote:
On December 20 2017 17:30 LSN wrote:
Seriously, does Blizzard even know about their game's state?
It is not far away from command & conquer full retard level anymore.

I don't know many guys, who do not wish to just delete and forget about SC2 altogether, which are no full noobs or total white knights.


As an older guy that plays since WC2 I was recently trying to have some fun with SC2 after a longer period of inactivity (~18 months?). Hence I logged myself into several RT 3on3 games. Halleluja.


I could not manage to play myself out of diamond 3 level for quite some time first. Meanwhiles I reached Diamond 2 level (3on3 RT, solo), which to a large degree is result from lucky random distributions and nothing else, that means I just got more lucky with team mates while my opponent's teams did not.


Ok lets end the funny stories and come to actual issues, to save my and your time:

1. Protoss air is too strong and dominates the whole meta in teamgames.
2. MM in SC2 (such as in HOTS) can not detect player strengths. Players are somewhat randomly distributed over the ranks. It means almost nothing, mostly it is an indicator of activity and the ability to abuse MM mechanics - not an indicator of skill.
3. Even if you are on a certain rank it means few for your matchmaking, hence ranks becomes completely meaningless. Playing 3on3 RT on master 1 gives you the same selection of players as playing on diamond 3 - 90% of times.
(note: all that is related to 3on3 and 4on4 RT with full random team only, not with max fixed mates + 1 random player).



1. Protoss air is too strong.

Carrier's interceptors follow units in range that move out of range way too long. Basically nothing can escape. Even hit and run units like mutas can't escape after hitting carriers, interceptors just a move behind them somehow and kill em over half map size or smth.

Emergency Fix:
Reduce interceptor log on by 67%
Step 2:
Play around with interceptor vs. armor interactions. E.g. give interceptors 2x3 dmg instead of 1x6 and add 2x1 so that it becomes 2x4. Add some armor to affected units like corruptors and reduce their health?


2. Random distribution of skill over the ranks.

Steps:
Determine player skill as a new variable, it is not represented by MMR.
1on1 = 50% 1on1 current + 50% 1on1 history
2on2 = 50% 1on1 + 50% 2on2
3on3 = 50% 1on1, 25% 2on2 + 25% 3on3
4on4 = 50% 1on1, 50/3% 2on2, 50/3% 3on3 + 50/3% 4on4

Add history of teammatches in case history of 1on1 has not enough data (not played or barely played):
Get a % relation of 1on1 to 2on2, 1on1 to 3on3 and 1on1 to 4on4 of each player in the brackets a) current season, b) 12 months, c) all-time. Inject into equations.


3. Random matchmaking:
Create matches amongst players who are similar through a system described before. Stop the matchmaking to believe a better player (lets say master 1) can or even wants to make up for a worse player (lets say gold) while playing against 2 mediocre opponents (lets say diamond). It is a reason for
the randomness as well.



Lets continue with few more funny stories:
I tried playing some protoss and was more successful than playing with my mainrace with only a-moving units around. You go instant air behind cannons + teammates every game. Basically it is enough to do one move with your either rays or fenixes (depending what you opted for) before carriers hit. That means you either a-move out with like 6-8 rays and kill one expansion of the opponent or important tech or units, or you bring down energy of like 10-12 fenixes to zero once while lifting random units. Your carriers arrive meanwhiles and you done mostly.

The randomness of games result from the randomness of team assembly (a system that does not work like the one I described above) combined with the randomness of distribution of skill. It is basically full random, nothing else. Hence I am on diamond 3 (3on3 in that case) just like the guy who got SC2 since free2play patch and system puts us on same skill level. Results are hyper frustrating for everyone I know.

Abuse: You can of course abuse the system with maxed fixed mates + one random mate. It is not my matter, I wanna see SC2 improve, what you deliver in MM is close to trash level.

Even if you manage to get a higher rank you get the same selection of players in your game. It is impossible to feel any fun with the game that way. My 4on4 RT rank is still on master 1 just like 18 months ago when I was #1 EU (I know, big gosu that I am) for several weeks. No matter 18 months ago or now, it does not make any difference in player selection if I play on my 3on3 RT diamond3 or my 4on4 RT master 1, it is the same random selection of players (master + gold = 2x diamond) with random distribution of skill (full noobs in diamond and masters, inactive or non abusers on lower ranks).


SC2 ist what you could call a failed state. Backing off, nuff said. HF flamers.

Edit: Forgot one thing.
I think protoss can get upgrades way too fast with chrono. Curren't patch wont help much I believe. 3 air dmg is there way too fast.


Just to make sure I get it right, you're actually proposing changes to the game based on a bunch on random team 3v3 games at diamond level ?


Well to be fair Carriers are too strong in 1v1 too. But they are completly OP in team games and basically wreck team game experiences.

Since Carriers are too strong in TvP, ZvP and even PvP plus completly broken in team games I think this should be the next thing Blizzard looks at.


Well to be fair, every protoss units are OP!
Is there any protoss units that are not OP?

People has been complaining for ages about zealots (yes you read it right, zealots), sentries, stalkers, adepts, warp prism, immortals, collosus, disruptor, phoenixes, oracles, void rays, carriers, tempests, dark templars, high templars, archons, mothership core & mothership.

Yet the balance team has done nothing to address that. These bunch of slackers deserved to be fired.

Also Marines, Marauders, Reapers, Ghosts, Tanks, Hellions, Hellbats, thors, Cyclones, widow mines, Vikings, Medivacs, Raven, Battlecruiser, Mules, PFs. All complained about. Must all be nerfed.
Many of the coolest moments in sc2 happen due to worker harassment
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2017-12-20 17:55:16
December 20 2017 17:15 GMT
#47
On December 20 2017 22:01 LoneYoShi wrote:
Just to make sure I get it right, you're actually proposing changes to the game based on a bunch on random team 3v3 games at diamond level ?


Yes.


Well I could mention that I stopped playing 1on1 18 months ago cause carrier play was the thing then already and hence ZvT and ZvP was no fun anymore and only limited to execution instead of strategical variety. I think that goes along with that.


But lets get back to 3on3. It is completely retarded and in an absolute unbearable state (4v4 the same). You basically play against the carrier timer from the beginning in every single game. Gameplay has never been that narrow before. Is SC2 a worth to play that way? I don't believe so, and I think from the feedback that I got that 90% of people see it the same way.

Some exceptions always there ofc. People who don't like change in general, people who lack vision and imagination that as well 1on1 could benefit from changes in that department.


Edit:
BTW: If you had read my text and understood the matter, you would know there are only 3on3s on diamond level basically. Due to the lack of players MM mixes up masters with gold to play vs. diamond mostly with a few exceptions during prime times and lucky seeding.
JackONeill
Profile Joined September 2013
861 Posts
December 20 2017 18:14 GMT
#48
The disruptor delay is just silly. They should just have lowered the speed of the projectile a little to allow for the opponent to micro and absorb shots. 1 sec delay makes the disruptor extremely wacky to use and fight against.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-12-20 18:26:16
December 20 2017 18:19 GMT
#49
On December 21 2017 03:14 JackONeill wrote:
The disruptor delay is just silly. They should just have lowered the speed of the projectile a little to allow for the opponent to micro and absorb shots. 1 sec delay makes the disruptor extremely wacky to use and fight against.

Well the problem they're trying to fix is disruptors being dropped right onto mineral lines and armies blowing stuff up point blank with no reaction time, so changing the speed wouldn''t help against that.

Another option would be to have the damage scale with time (starting at a low number and increasing to max damage over the next two seconds) though it could lead to some wacky unit dynamics with lings and blink stalkers.
Fango
Profile Joined July 2016
United Kingdom8987 Posts
December 20 2017 18:20 GMT
#50
On December 21 2017 03:14 JackONeill wrote:
The disruptor delay is just silly. They should just have lowered the speed of the projectile a little to allow for the opponent to micro and absorb shots. 1 sec delay makes the disruptor extremely wacky to use and fight against.


With no delay you can drop it over a mineral line and it detonate instantly I think? Projectile speed wouldn't solve that
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
JackONeill
Profile Joined September 2013
861 Posts
December 20 2017 18:51 GMT
#51
On December 21 2017 03:20 Fango wrote:
Show nested quote +
On December 21 2017 03:14 JackONeill wrote:
The disruptor delay is just silly. They should just have lowered the speed of the projectile a little to allow for the opponent to micro and absorb shots. 1 sec delay makes the disruptor extremely wacky to use and fight against.


With no delay you can drop it over a mineral line and it detonate instantly I think? Projectile speed wouldn't solve that



On December 21 2017 03:19 ZigguratOfUr wrote:
Show nested quote +
On December 21 2017 03:14 JackONeill wrote:
The disruptor delay is just silly. They should just have lowered the speed of the projectile a little to allow for the opponent to micro and absorb shots. 1 sec delay makes the disruptor extremely wacky to use and fight against.

Well the problem they're trying to fix is disruptors being dropped right onto mineral lines and armies blowing stuff up point blank with no reaction time, so changing the speed wouldn''t help against that.

Another option would be to have the damage scale with time (starting at a low number and increasing to max damage over the next two seconds) though it could lead to some wacky unit dynamics with lings and blink stalkers.



Yeah that's more of an issue with the warp prism than with the disruptor i think. With 6 pickup range and the insane speed the upgrade gives it.
Maybe nerfing the disruptor's health and giving it a very small delay ? I don't know. Trying to save the horrible design of this unit appears more and more like a lost cause.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16701 Posts
December 20 2017 19:25 GMT
#52
On December 21 2017 01:34 Ransomstarcraft wrote:
You can't balance the whole game around team games, but I would like to see at some point in the future a separate balance for team games. Right now it would be as simple as nerfing the capital ships. Team games have been consistently enjoyable for me for the entirety of SC2, which is much more than I can say for 1v1.

Team games were Co-op before there was Co-op.

i have a 2v2 player partner. she and i have been playing together for 5+ years.
there is nothing like me directing a double team attack an opponent's natural and she says to me "how much of my army do you want?"
and i ping the map and yell ... " that is a ledge we will die on!!! "

i'd love it if they could separately balance team games, however, i suspect they do not have the resources.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
RaNgeD
Profile Blog Joined March 2009
United States733 Posts
December 20 2017 20:22 GMT
#53
Stalker/distruptor doesn't feel as viable in PvP with the 1 second delay
Love never gives up, never loses faith, is always hopeful, and endures through every circumstance. 1 Corinthians 13:7
JackONeill
Profile Joined September 2013
861 Posts
December 20 2017 20:47 GMT
#54
On December 21 2017 05:22 RaNgeD wrote:
Stalker/distruptor doesn't feel as viable in PvP with the 1 second delay


What.A.Shame.
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2017-12-20 21:25:53
December 20 2017 21:20 GMT
#55
Has there ever been a point in time when people were happy with the disruptor?

Because all I heard pre-4.0 was "game-ending moments" and "R E L I A B L E" jokes, and all I hear now is "pre-4.0 was better." Even in the beta they needed a lot of tweaking and a redesign.

And it's not like Protoss is short on splash. What's wrong with just using Colossi or Templar? Seems like everyone is happier without disruptors in the picture at all. Not every unit in the game has to be built every game. I don't see any problem with restricting disruptors to their own niche.
Denominator of the Universe
TL+ Member
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2017-12-21 02:51:16
December 21 2017 02:50 GMT
#56
On December 21 2017 06:20 pvsnp wrote:
Has there ever been a point in time when people were happy with the disruptor?

Because all I heard pre-4.0 was "game-ending moments" and "R E L I A B L E" jokes, and all I hear now is "pre-4.0 was better." Even in the beta they needed a lot of tweaking and a redesign.

And it's not like Protoss is short on splash. What's wrong with just using Colossi or Templar? Seems like everyone is happier without disruptors in the picture at all. Not every unit in the game has to be built every game. I don't see any problem with restricting disruptors to their own niche.


So exactly what niche do they fill now? Honest question, since I didn't like any iteration of the Disruptor that Blizzard has put out so far. We'll see how the new Disruptor plays out (my guess is that it will go unused on the pro level), but personally I wouldn't mind seeing the duration/range on the Disruptor shot extended so that it can act as a siege unit, i.e. make Lurker or Tank lines unburrow/unsiege and move. I think it would at least create somewhat of an interesting mechanic and would fill a currently unfilled niche in the Protoss army (unless you count Tempests, which I don't, and think is a terribly designed unit).
Kenny_mk1
Profile Joined November 2016
31 Posts
Last Edited: 2017-12-21 09:38:25
December 21 2017 09:36 GMT
#57
On December 21 2017 11:50 Skyro wrote:


So exactly what niche do they fill now? Honest question, since I didn't like any iteration of the Disruptor that Blizzard has put out so far. We'll see how the new Disruptor plays out (my guess is that it will go unused on the pro level), but personally I wouldn't mind seeing the duration/range on the Disruptor shot extended so that it can act as a siege unit, i.e. make Lurker or Tank lines unburrow/unsiege and move. I think it would at least create somewhat of an interesting mechanic and would fill a currently unfilled niche in the Protoss army (unless you count Tempests, which I don't, and think is a terribly designed unit).


Well i had fun with disruptor even pre-4.0 but i guess it's over. Blowing instantly stuff was reserved to 100 ressources terran unit pre-4.0 too. Double standards are strong here still since everyone want the nerf mine to be reverted but whatever.(and that Drop disru was ready at a timing where it could'nt outright win the game by wiping half of your workers, 4.0 disru was'nt even as strong as a single mine at that job)

I guess upgrading a bit the range so it can outsiege a bit more lurker could be cool, but pro does'nt seems to need it for lurkers and Toss does'nt need other tools against Terran for now so it's seems a lost cause.

But i love how both Tempest & Range-Prism are "bad designed" while Tempest is here only to counter high-range Liberator & Broodlord, and that prism range is here only so protoss can have an acceptable drop tool compared to medivac, and so it can survive vs sniper Queen. Also, Prism Range is'nt what make drop disru strong.
slit
Profile Joined March 2013
Spain212 Posts
December 21 2017 13:24 GMT
#58
On December 21 2017 02:15 LSN wrote:
But lets get back to 3on3. It is completely retarded and in an absolute unbearable state (4v4 the same). You basically play against the carrier timer from the beginning in every single game. Gameplay has never been that narrow before. Is SC2 a worth to play that way? I don't believe so, and I think from the feedback that I got that 90% of people see it the same way.


I concur. As a 4v4 player mainly because I got bored of losing in 1v1 (heck, I did pay for the whole SC2 set, how dare I request some care in that regard!) I can only say that every game vs any toss player gets on a timer. Don't let them reach Golden Armada! It's silly, really.
nanaoei
Profile Blog Joined May 2010
3358 Posts
December 21 2017 16:10 GMT
#59
thank you for the center formatting. i think it actually looks good
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
Dingodile
Profile Joined December 2011
4133 Posts
Last Edited: 2017-12-21 19:47:01
December 21 2017 17:01 GMT
#60
I don't know where to post, so I do here...

The notifications like "An ally units are under attack", "Addon complete", "Upgrade complete" etc are very loud. I have disabled voices but the voice of the notifications are still there.
Especially "An ally units are under attack" has a very annoying voice.

edit: i tested today again. 1v1 is ok but I prefer to reduce that a bit. Coop is actually unplayable, its far too loud.
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