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Community Update - January 12th - Page 9

Forum Index > SC2 General
211 CommentsPost a Reply
Prev 1 7 8 9 10 11 Next All
franzji
Profile Joined September 2013
United States583 Posts
January 15 2018 01:35 GMT
#161
Still no good arguments for the stalker nerf.

it's going back to being the worst unit in lotv. at least for toss.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16700 Posts
Last Edited: 2018-01-15 02:43:47
January 15 2018 02:42 GMT
#162
nah, they gave the strong Stalker a shot. it was a good idea. props to Blizz for giving it a shot. it didn't work and they explained why.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
January 15 2018 03:29 GMT
#163
It's easier to prepare for potential parasitic bomb by spreading your Vikings beforehand, and then Magic Boxing somewhat to avoid too much contamination. Do you think that a formation command that spreads units is too cheesY?
Still diamond
washikie
Profile Joined February 2011
United States752 Posts
January 15 2018 07:21 GMT
#164
On January 15 2018 12:29 WeddingEpisode wrote:
It's easier to prepare for potential parasitic bomb by spreading your Vikings beforehand, and then Magic Boxing somewhat to avoid too much contamination. Do you think that a formation command that spreads units is too cheesY?


It's anathema to the gameplay of sc2. It worked well in other rts games I've played though. In red alert three there was a button that made all your troops split in diffrent directions it was really usefull vs tanks because vehicles could run over infantry units to flatten them. But I think in an rts like sc2 where things are supposed to be hard and splitting micro is a differentiating skill for Terran players I don't think this solution would be alright with the player base.
"when life gives Hero lemons he makes carriers" -Artosis
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2018-01-15 07:40:36
January 15 2018 07:39 GMT
#165
I'm not a huge fan of the recall change I like that the ability is strong and gives toss some room to move out on the map with out being completely Allin. I think there are a lot of ballance concerns in the pvt matchup right now but they don't stem from recall. Most of the problems are a result of chronoed upgrades being to strong, chronoed allins still being to strong after the last patch, widowmines not providing the critical reapeatable dmg that used to give Terran more room to do diffrent openings and still be able to hold allins, shield batteries still allowing for weird and powerfull allins. If Terran were able to more frequently reach midgame in alright shape the matchup would be a lot more balanced.

Stalker change is something but honestly it mostly helps with the ballance in macro games and those are less out of whack than the early game shenanigans Protoss can do right now granted it does help some. I'm not a fan of nerfing the stalker I realy liked the stronger stalker, I was really hoping bliz could find a solution to pvt without needing to nerf it.

Recall change is not deserved imo. Recall helps Protoss in pvz which they need since the matchup really leans towards Zerg. It's relevant in tvp but I don't think it's the source of the problems.

Ghost change is healthy but once agian it does not help the early game problems of Terran.

Raven change will help a bit, going ravens as an answer to Dts has felt awful without being able to go do some counter dmg with turrets.

I think bliz recognizes the problems but has yet to identify the right solutions. What those solutions are beats me though.
"when life gives Hero lemons he makes carriers" -Artosis
Nars_
Profile Joined February 2016
31 Posts
January 15 2018 09:29 GMT
#166
Nerfing stalkers with 42.58% PvZ [Aligulac]. Good job.
GothGirlGames
Profile Joined September 2017
167 Posts
January 15 2018 09:44 GMT
#167
Another Zerg unit to fix.
Corruptors are very boring and slow. Don't feel good at their role at all, made for feel forced or to become Broodlord.
They don't need to be stronger in stats and the anti-building-acid is fine. But they could get a better chance to actually fight.

I would like to see a weaker form of "concussive shells" upgrade for Corruptors.
So harder to flee from them once battle started or just that minor slowdown on a mass-carrier attack.

Maybe extra needed if this Hydra-nerf comes true also.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
January 15 2018 10:06 GMT
#168
On January 15 2018 18:44 GothGirlGames wrote:
Another Zerg unit to fix.
Corruptors are very boring and slow. Don't feel good at their role at all, made for feel forced or to become Broodlord.
They don't need to be stronger in stats and the anti-building-acid is fine. But they could get a better chance to actually fight.

I would like to see a weaker form of "concussive shells" upgrade for Corruptors.
So harder to flee from them once battle started or just that minor slowdown on a mass-carrier attack.

Maybe extra needed if this Hydra-nerf comes true also.


Better to nerf Carriers directly since they are too strong in all matchups.
Jerom
Profile Joined April 2011
Netherlands588 Posts
Last Edited: 2018-01-15 12:59:01
January 15 2018 12:54 GMT
#169
I am happy they're trying to do something to the raven. Without it it just feels like Terran doesn't have a lategame, just an extended midgame.

I can understand some of the changes: Repair drone didn't really seem that good for mech, just a bit low on utility and not really something mech is truly looking for as you can also get some medivacs and hellbats. It also doesn't really feel like a fun ability to use so I won't really miss it that much. I don't know how much the autoturret leads to mass raven as a dps unit as that would seem undesirable. But the autoturret allowed terran to do some raven openings which seems like a nice bit of variety and it gives the raven some sort of consistent use.

I'm actually most excited for changes to the new seeker missile. If that ability was actually good, it could be very useful against zerg in the lategame as an actual bio support unit. In general reducing armor seems to have synergy with bio. It's just that right now the delay in the missile and the energy cost simply make it bad, despite the synergy. Maybe this allows terran to actually get a sort of competitive lategame army against Zerg, and I hope it'll be viable against Protoss too (despite high templars having feedback).

I don't really understand the point of the interference matrix. The raven itself is a very expensive unit, so you're at best temporarily disabling a slightly better unit, but after that the raven is useless while that unit is still alive and can still move. Using it for some nice cheese strats could be nice, but I don't know if this can have a serious role in the game. Maybe, combined with the new seeker missile, you can get Ravens in TvT and then disable some siege tanks, fire some seekers and then storm into a tank line with your bio.

Other changes seem decent tweaks to the balance patch. In general I do like the decisions here. Stalker was a bit over the top, hydra might be a tiny bit too dominant, raven as terran should be brought back so there's actually a lategame. Just cleaning up some of the aftershocks of the design patch.
Digitalz1
Profile Joined February 2011
Canada72 Posts
January 15 2018 13:35 GMT
#170
Is there any real argument for bringing back the auto turret, i think this completely ruins tvz in all honesty the auto turret harass was WAAAAAAY to strong for its investment imo, Zerg has no real way to deal with it and by the time u get pinged your base is under attack u already lose 5 to 8 workers.... ridiculous.. ontop of that your forcing zerg to pretty much go mutalisks, and absolutely garbage unit thanks to the thor :/

RIP, its sad to see in the poll that the votes are so close on weather this is a good or bad change, luckily people seem to have enough common sense so far to realize how horrible of a change bringing back auto turret actually is.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2018-01-15 14:26:28
January 15 2018 14:25 GMT
#171
On January 15 2018 22:35 Digitalz1 wrote:
Is there any real argument for bringing back the auto turret, i think this completely ruins tvz in all honesty the auto turret harass was WAAAAAAY to strong for its investment imo, Zerg has no real way to deal with it and by the time u get pinged your base is under attack u already lose 5 to 8 workers.... ridiculous.. ontop of that your forcing zerg to pretty much go mutalisks, and absolutely garbage unit thanks to the thor :/

RIP, its sad to see in the poll that the votes are so close on weather this is a good or bad change, luckily people seem to have enough common sense so far to realize how horrible of a change bringing back auto turret actually is.


I do not think is possible to lose 5-8 workers from an auto-turret. In TvT I do not think I have ever lost more than 2 workers from one Turret even though I am a slow 85 APM Diamond player.
Digitalz1
Profile Joined February 2011
Canada72 Posts
January 15 2018 14:44 GMT
#172
On January 15 2018 23:25 MockHamill wrote:
Show nested quote +
On January 15 2018 22:35 Digitalz1 wrote:
Is there any real argument for bringing back the auto turret, i think this completely ruins tvz in all honesty the auto turret harass was WAAAAAAY to strong for its investment imo, Zerg has no real way to deal with it and by the time u get pinged your base is under attack u already lose 5 to 8 workers.... ridiculous.. ontop of that your forcing zerg to pretty much go mutalisks, and absolutely garbage unit thanks to the thor :/

RIP, its sad to see in the poll that the votes are so close on weather this is a good or bad change, luckily people seem to have enough common sense so far to realize how horrible of a change bringing back auto turret actually is.


I do not think is possible to lose 5-8 workers from an auto-turret. In TvT I do not think I have ever lost more than 2 workers from one Turret even though I am a slow 85 APM Diamond player.



I cant speak for tvt, but as someone with only 85 apm i find that hard to believe.... as a mid m2 zerg i can tell you for a fact losing atleast 3 to 4 workers each time it swoops in is very real issue. auto turrets kill drones FAST
necrosexy
Profile Joined March 2011
451 Posts
January 15 2018 14:52 GMT
#173
On January 15 2018 18:29 Nars_ wrote:
Nerfing stalkers with 42.58% PvZ [Aligulac]. Good job.

referencing Aligulac in 2018

actually they should keep the stalker buff
in fact, revert all adept changes -- in Blizzard we trust!
MiCroLiFe
Profile Joined March 2012
Norway264 Posts
January 15 2018 15:22 GMT
#174
On January 15 2018 18:29 Nars_ wrote:
Nerfing stalkers with 42.58% PvZ [Aligulac]. Good job.
dosnt protoss goe for chargelots adeps and archons, + air in pvz?

Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
KR_4EVR
Profile Joined July 2017
316 Posts
January 15 2018 15:44 GMT
#175
The real issue with PvZ is

1) Ridiculous un-upgraded overlord speed

2 sentries or 1 stalker should be able to kill mismicroed scoouting overlords

2) Pre - Lair drop ability

Terran pays for barracks, factory, starport, and medivac before drop available. That's a resource cost of 850 just to get a drop. Protoss pays for Gateway, Cyber-core, Robo facility, and Warp Prism before drop. That's a similar resource cost. But zerg? 25/25 conversion of an already conveiniently placed cheap unit with just Spawning pool / Evo-Chamber?
Et tu Brute ?
Charoisaur
Profile Joined August 2014
Germany15956 Posts
January 15 2018 15:55 GMT
#176
On January 15 2018 23:44 Digitalz1 wrote:
Show nested quote +
On January 15 2018 23:25 MockHamill wrote:
On January 15 2018 22:35 Digitalz1 wrote:
Is there any real argument for bringing back the auto turret, i think this completely ruins tvz in all honesty the auto turret harass was WAAAAAAY to strong for its investment imo, Zerg has no real way to deal with it and by the time u get pinged your base is under attack u already lose 5 to 8 workers.... ridiculous.. ontop of that your forcing zerg to pretty much go mutalisks, and absolutely garbage unit thanks to the thor :/

RIP, its sad to see in the poll that the votes are so close on weather this is a good or bad change, luckily people seem to have enough common sense so far to realize how horrible of a change bringing back auto turret actually is.


I do not think is possible to lose 5-8 workers from an auto-turret. In TvT I do not think I have ever lost more than 2 workers from one Turret even though I am a slow 85 APM Diamond player.



I cant speak for tvt, but as someone with only 85 apm i find that hard to believe.... as a mid m2 zerg i can tell you for a fact losing atleast 3 to 4 workers each time it swoops in is very real issue. auto turrets kill drones FAST


Keep in mind that guy also plays vs mediocre players who can't consistently and quickly throw down auto-turrets
Many of the coolest moments in sc2 happen due to worker harassment
washikie
Profile Joined February 2011
United States752 Posts
January 15 2018 16:03 GMT
#177
On January 15 2018 18:44 GothGirlGames wrote:
Another Zerg unit to fix.
Corruptors are very boring and slow. Don't feel good at their role at all, made for feel forced or to become Broodlord.
They don't need to be stronger in stats and the anti-building-acid is fine. But they could get a better chance to actually fight.

I would like to see a weaker form of "concussive shells" upgrade for Corruptors.
So harder to flee from them once battle started or just that minor slowdown on a mass-carrier attack.

Maybe extra needed if this Hydra-nerf comes true also.


I think that buffing Zerg air when it's already very dominant in zvt seems wrong, if you compare corupters to Vikings the only thing Vikings have on them is range corupters are better in evrey other way, even the corupters utility skill is often stronger than landing. Corupters paired with vipers obliterates Terran air, yeah it losses to sky toss but just like Terran is supposed to not let zerg get there in tvz it's zergs job to not let Protoss get there in pvz.
"when life gives Hero lemons he makes carriers" -Artosis
Iksf
Profile Joined March 2011
United Kingdom444 Posts
Last Edited: 2018-01-15 17:54:47
January 15 2018 17:49 GMT
#178
tbh I think zerg is still going to be super hydra heavy even with a nerf, especially vs Terran. Mutas and roaches are both so weak right now. What else is there, ling bane corruptor? Guess I could see that. Super down with a hydra nerf, not enjoying this comp very much, however zerg has a midgame problem bar hydras, it needs to be fixed. Probably more stupid carrier turtle inc from protoss which makes me sad, hopefully there will still be some timing to kill that off. There's nothing more unenjoyable in this game than playing vs skytoss.
winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
January 15 2018 18:08 GMT
#179
Wouldn't an attack period of 1.87 for the Stalker be an increase from the current 1.54? Was this a typo? I thought the change was meant to make it 1.34?
Tyrhanius
Profile Joined April 2011
France947 Posts
January 15 2018 18:56 GMT
#180
On January 15 2018 18:29 Nars_ wrote:
Nerfing stalkers with 42.58% PvZ [Aligulac]. Good job.

You're sure you watch the right aligulac ? On mine PvZ is 49.58%
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