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On January 13 2018 05:21 StarscreamG1 wrote: welcome back shitty stalker. At least theu could kept the +2 upgrades. Oh well...less variety again.
Variety, when every second toss is massing stalkers...
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Lot's of nice stuff here, but i really really REALLLY disagree with bringing the autoturret back.
The raven is a bit weak at the moment, yes, but that doesn't mean the role its supposed to play is wrong. The repair drone heals too slowly, and shredder missles are in general a little off, but autoturrets were cancer to TvZ, and bringing them back will once again ruin the banshee's role in the matchup.
Currently, mutas are dead in TvZ, and zergs are more or less forced into making hydras. The problem with autoturrets is that they can do steady, safe damage without much counterplay or risk of losing the raven. Theres been so many games Ive seen where zerg just needs to accept that each raven will get 15 kills because the way the meta is makes it impossible to get Air to Air damage without compromising your composition.
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I would rather they nerf the lurker than the hydra for pvz, but I'm not sure if lurkers are really a problem in tvz or hydras are op in tvz so I don't know if they're trying to nerf both matchups with the hydra change.
Lurker definitely feels like the bigger problem to me as a protoss.
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Nothing to address the mech cancer. No Zergs want to deal with it while Terrans complains they don't play it but still play it anyway given it is too strong. Then, nerf hydras because why not, make the mech stronger. Frankly, Zergs have no choice but go for hydras because mutas are trash and expensive to deal with bio or thors. Roaches are not scalable vs immortals archons charged. What else can Zergs do?
The auto-turret is purely cancer. It is a like pest that you cannot get rid of. Liberators harassing mineral lines is apparently not enough.
People praise the current balance team but I bet the difference. I applaud them for their responsiveness but again only they do is listening to balance whining from pros while I feel like none of them actually play the game to feel the pain of playing vs some stupid balance issues.
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On January 13 2018 06:28 Vutalisk wrote: Nothing to address the mech cancer. No Zergs want to deal with it while Terrans complains they don't play it but still play it anyway given it is too strong. Then, nerf hydras because why not, make the mech stronger. Frankly, Zergs have no choice but go for hydras because mutas are trash and expensive to deal with bio or thors. Roaches are not scalable vs immortals archons charged. What else can Zergs do?
The auto-turret is purely cancer. It is a like pest that you cannot get rid of. Liberators harassing mineral lines is apparently not enough.
People praise the current balance team but I bet the difference. I applaud them for their responsiveness but again only they do is listening to balance whining from pros while I feel like none of them actually play the game to feel the pain of playing vs some stupid balance issues.
At the pro level vipers have proven eminently capable of dealing with mech pushes, as does zerg tier three when games reach that stage.
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On January 13 2018 06:28 Vutalisk wrote: Nothing to address the mech cancer. No Zergs want to deal with it while Terrans complains they don't play it but still play it anyway given it is too strong. Then, nerf hydras because why not, make the mech stronger. Frankly, Zergs have no choice but go for hydras because mutas are trash and expensive to deal with bio or thors. Roaches are not scalable vs immortals archons charged. What else can Zergs do?
The auto-turret is purely cancer. It is a like pest that you cannot get rid of. Liberators harassing mineral lines is apparently not enough.
People praise the current balance team but I bet the difference. I applaud them for their responsiveness but again only they do is listening to balance whining from pros while I feel like none of them actually play the game to feel the pain of playing vs some stupid balance issues. and yet zerg wins everything?
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On January 13 2018 06:28 Vutalisk wrote: only they do is listening to balance whining from pros while I feel like none of them actually play the game to feel the pain of playing vs some stupid balance issues. None of them is good enough to lose because of balance issues.
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On January 13 2018 06:28 Vutalisk wrote: Nothing to address the mech cancer. No Zergs want to deal with it while Terrans complains they don't play it but still play it anyway given it is too strong. Then, nerf hydras because why not, make the mech stronger. Frankly, Zergs have no choice but go for hydras because mutas are trash and expensive to deal with bio or thors. Roaches are not scalable vs immortals archons charged. What else can Zergs do?
The auto-turret is purely cancer. It is a like pest that you cannot get rid of. Liberators harassing mineral lines is apparently not enough.
People praise the current balance team but I bet the difference. I applaud them for their responsiveness but again only they do is listening to balance whining from pros while I feel like none of them actually play the game to feel the pain of playing vs some stupid balance issues. Uh what? ZvMech is balanced at the top level. These changes to hydras and ravens will help bring bio back.
I think the balance team is doing a great job. 4.0 fixed the design and now they are fixing some of the balance issues that resulted from the design fix.
On January 13 2018 06:42 Elentos wrote:Show nested quote +On January 13 2018 06:28 Vutalisk wrote: only they do is listening to balance whining from pros while I feel like none of them actually play the game to feel the pain of playing vs some stupid balance issues. None of them is good enough to lose because of balance issues. He said pros, so I think he's talking about Major, TY, Inno, etc. Who are indeed good enough.
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A pro -T buff in a middle of a GSL (poor herO), what a surprise.
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On January 13 2018 04:41 pvsnp wrote: Lastly, we saw a post on Team Liquid which proposed some adjustments to the Adept and Disruptor units to make them easier to manage and control. We think changes like this could be positive, so we want to try them out. Currently, Disruptors do not display range indicators unless you have a single one selected and are actively targeting with the Purification Nova ability. This can make it difficult to calculate the Purification Nova’s range. We want to try displaying the range indicator for all Disruptors while they’re selected to make it easier for players to calculate maximum distance for Purification Nova. As for Adepts, the fact that they stop moving after using the Psionic Transfer ability means their controls are a bit unclear. We want to try and change the Adept so that it will continue with its last issued command instead of simply stopping.
nice to see Blizzard read that excellent post.. and can has the ability to discern an excellent post from other posts.
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On January 13 2018 06:43 pvsnp wrote: He said pros, so I think he's talking about Major, TY, Inno, etc. Who are indeed good enough. He was talking about the balance team not playing the game.
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On January 13 2018 06:49 Elentos wrote:Show nested quote +On January 13 2018 06:43 pvsnp wrote: He said pros, so I think he's talking about Major, TY, Inno, etc. Who are indeed good enough. He was talking about the balance team not playing the game. Oh, that the balance team isn't good enough to have balance issues affect them, I get it.
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No, please keep nerfing Protoss. Great. I WANT MY GOD DAMN KHAYDARIAN AMULET.
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On January 13 2018 06:28 Vutalisk wrote: Nothing to address the mech cancer. No Zergs want to deal with it while Terrans complains they don't play it but still play it anyway given it is too strong. Then, nerf hydras because why not, make the mech stronger. Frankly, Zergs have no choice but go for hydras because mutas are trash and expensive to deal with bio or thors. Roaches are not scalable vs immortals archons charged. What else can Zergs do?
The auto-turret is purely cancer. It is a like pest that you cannot get rid of. Liberators harassing mineral lines is apparently not enough.
People praise the current balance team but I bet the difference. I applaud them for their responsiveness but again only they do is listening to balance whining from pros while I feel like none of them actually play the game to feel the pain of playing vs some stupid balance issues.
Yeah, you need to make a few vipers and you will roll mech pretty easily or at least trade evenly which is to the zergs advantage
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On January 13 2018 06:48 Tyrhanius wrote: A pro -T buff in a middle of a GSL (poor herO), what a surprise.
Whether GSL Ro32 Group H gets played on the current patch or not is an interesting question. They mentioned January 29th which usually means NA gets patched on the 30th, and EU on the 31st, but I don't recall when KR gets patched. Hopefully it's on the previous patch for consistency. At the very least I hope the players know which patch it'll be on, so they can practice.
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Auto Turret for Ravens if the Raven needs an early game boost the Auto Turret can provide that. I don't want the Raven to be a viable attack option throughout the entire game because Terran already has many many airborne attack options.
So please have the Auto Turret's produced by teh Raven not take on the upgrades Terran players use to upgrade Air, Vehicle or Infantry. So in the end game when many units are 3,3 the Auto Turrets will be much weaker compared to in the early game.
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On January 13 2018 06:57 JimmyJRaynor wrote: Auto Turret for Ravens if the Raven needs an early game boost the Auto Turret can provide that. I don't want the Raven to be a viable attack option throughout the entire game because Terran already has many many airborne attack options.
So please have the Auto Turret's produced by teh Raven not take on the upgrades Terran players use to upgrade Air, Vehicle or Infantry. So in the end game when many units are 3,3 the Auto Turrets will be much weaker compared to in the early game.
Could be wrong, but I thought Auto Turrets already didn't benefit from upgrades (except for Structure Armor). With no Seeker missiles I doubt people will mass ravens in the late game anyways.
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Australia18228 Posts
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On January 13 2018 07:01 ZigguratOfUr wrote:Show nested quote +On January 13 2018 06:57 JimmyJRaynor wrote: Auto Turret for Ravens if the Raven needs an early game boost the Auto Turret can provide that. I don't want the Raven to be a viable attack option throughout the entire game because Terran already has many many airborne attack options.
So please have the Auto Turret's produced by teh Raven not take on the upgrades Terran players use to upgrade Air, Vehicle or Infantry. So in the end game when many units are 3,3 the Auto Turrets will be much weaker compared to in the early game. Could be wrong, but I thought Auto Turrets already didn't benefit from upgrades (except for Structure Armor). With no Seeker missiles I doubt people will mass ravens in the late game anyways. Hi sec auto tracking will once again have a valid description!
Well, partially valid at least, since PDDs are still out.
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This balance patch is excellent, really alot of good stuff on the agenda. I think delaying the Hydralisk power spike will really do alot to slow down the momentum they can give Zerg in the mid game against Protoss. The extra time will give Protoss the ability to either field bigger armies or to get some other type of counter measure in place.
Also, really glad to see auto turret back, as a Zerg I hated them but like the team is saying, Raven's in their current form just aren't worth building, they need some type of immediate offensive capability.
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