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StarCraft II Balance Update – May 15, 2018 - Page 2

Forum Index > SC2 General
155 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 Next All
Trozz
Profile Blog Joined November 2008
Canada3457 Posts
May 16 2018 20:04 GMT
#21
I like these changes.
Glad that they fixed Marauders.
Two shots was bs.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
sc-darkness
Profile Joined August 2017
856 Posts
Last Edited: 2018-05-16 20:56:10
May 16 2018 20:53 GMT
#22
I'm not sure if there are too many changes at once, but each change seems reasonable. I think Blizzard should organise a weekly tournament every time they make balance changes. Only for pro gamers so they can show imbalances. Pro gamers earn money, while Blizzard get their balance patches tested properly.
Boggyb
Profile Joined January 2017
2855 Posts
May 16 2018 21:02 GMT
#23
On May 17 2018 05:53 sc-darkness wrote:
I'm not sure if there are too many changes at once, but each change seems reasonable. I think Blizzard should organise a weekly tournament every time they make balance changes. Only for pro gamers so they can show imbalances. Pro gamers earn money, while Blizzard get their balance patches tested properly.

The problem with this is it often takes time to figure out the state of balance after changes are made. Maybe things will look balanced for a few weeks then someone finds a truly abusive timing and then everything goes to hell. Maybe things will look like nothing has changed until someone finds a build or a strategy to blow things wide open. People like to shit on the idea of the need to let the meta settle, but it is sometimes really needs to before we can say whether things are broken or fixed.
PuddleZerg
Profile Joined August 2015
United States82 Posts
Last Edited: 2018-05-16 21:37:01
May 16 2018 21:36 GMT
#24
On May 17 2018 05:04 Trozz wrote:
I like these changes.
Glad that they fixed Marauders.
Two shots was bs.

It still is two shots?

e: nvm
"Weapons grade autism" - Destiny
Charoisaur
Profile Joined August 2014
Germany16103 Posts
May 16 2018 22:22 GMT
#25
Love the patch and the maps so far.
Surprisingly even Dreamcatcher which was criticized seems really fun to play.
Many of the coolest moments in sc2 happen due to worker harassment
Tamerlane
Profile Joined July 2009
Canada426 Posts
May 16 2018 22:41 GMT
#26
On May 17 2018 01:05 c0sm0naut wrote:
pretty sure this change (when every one is 3/3 researched) makes the marauder go from needing:

32~ shots to kill an ultralisk

to 24~ shots to kill an ultralisk. anyone who understands upgrades feel free to chime in, i used

500/(26-10)
500/(26-5)

not sure this is exactly right but it feels about right.

w plating

500/(26-14) = 42~ hits
500/(26-7)= 27~ hits

can any one confirm? this seems like a massive change


I confirm.
KR_4EVR
Profile Joined July 2017
316 Posts
May 16 2018 23:10 GMT
#27
Patch 3.8.0 [4]

The "Research Charge" upgrade will now increase the Zealot's movement speed from 3.15 to 4.13.

[hide] Patch 3.14.0 [5]

Charge upgrade cost lowered from 200/200 to 100/100.



Source: (Wiki)Zealot

There. I dare someone to try arguing with me.
Et tu Brute ?
KR_4EVR
Profile Joined July 2017
316 Posts
May 16 2018 23:13 GMT
#28
On May 17 2018 08:10 KR_4EVR wrote:
Show nested quote +
Patch 3.8.0 [4]

The "Research Charge" upgrade will now increase the Zealot's movement speed from 3.15 to 4.13.

[hide] Patch 3.14.0 [5]

Charge upgrade cost lowered from 200/200 to 100/100.



Source: (Wiki)Zealot

There. I dare someone to try arguing with me.


Why this was important:

The movement speed increase let Protoss players keep their zealots in front of their army without much micro, preventing any flank the enemy might try to set up.

The upgrade cost decrease makes charge all-ins come much quicker and provides an inexpensive harass option.

IMO these changes weren't the ones the game was looking for.
Et tu Brute ?
KR_4EVR
Profile Joined July 2017
316 Posts
Last Edited: 2018-05-16 23:27:25
May 16 2018 23:25 GMT
#29
Patch 3.11.0 Balance Update [3]

Splash damage +shield bonus reduced from +40 to +25

[hide] Patch 4.0.0 [4]

Widow Mines are now revealed while Sentinel Missile is on cooldown.

[hide] Patch 4.1.1 Balance Update[5]

Build time reduced from 28.6 to 21.4 seconds.


Discharged (Wiki)widow mines that unburrow and re-burrow should be invisible again without anymore cooldown. This minor change is 100% sensible and would enable Terran to use widow mines fairly.
Et tu Brute ?
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2018-05-16 23:37:21
May 16 2018 23:36 GMT
#30
On May 16 2018 23:54 Caelum93 wrote:
Show nested quote +
On May 16 2018 23:38 pieroog wrote:
wow! that's a lot of changes.... I wonder how the Ultralisk will perform with these kind of alterations

You dont play Ultras

Yeah, Ultras feel like hot garbage again against bio. I suspect they may need to up the max armor again to 8. Perhaps an increase to their base armor from 2 to 3 would be the best way to go about this. As long as the Marauder can mostly still counter Ultras, rather than just slightly counter Ultras, like in early LotV, then I don't find it too problematic that Marines return to hitting them with peashooters.

I wouldn't go so far as to state that I'm not in favor of the Marauder being reverted to single-shot (for one, it just looks way better and easier to follow), but I think that this will necessitate some other things shifting to compensate.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Latr02
Profile Joined December 2012
United States268 Posts
May 17 2018 00:37 GMT
#31
Praise the Conc Shell. Let he who hath the conc speak.
Lord of the Flies aside hopefully the Raven can find a nice spot. Really like Interference Matrix in small scale fights, especially in TvT and TvP, although I'm not sure a +1 range buff to the turret will be enough to bring the opening back to prominence in TvZ.
Thaniri
Profile Blog Joined March 2011
1264 Posts
May 17 2018 01:49 GMT
#32
On May 16 2018 23:44 xTJx wrote:
Happy that they're buffing non cancerous units.


I find this hilarious since the big meme from like 2010-2015 was that Marauders were shitty un-microable and in-interesting 1a2a3a units.
Lexender
Profile Joined September 2013
Mexico2665 Posts
May 17 2018 02:17 GMT
#33
On May 17 2018 10:49 Thaniri wrote:
Show nested quote +
On May 16 2018 23:44 xTJx wrote:
Happy that they're buffing non cancerous units.


I find this hilarious since the big meme from like 2010-2015 was that Marauders were shitty un-microable and in-interesting 1a2a3a units.


Not only has that never been a meme, but aslo nobody does 1a2a3a in SC2.
xTJx
Profile Joined May 2014
Brazil419 Posts
May 17 2018 02:32 GMT
#34
I'm really hating these new maps. 5th bases are very far, late game is a pain in the ass for zerg. There's one that's so bright it hurts my eyes, and other so dark i couldn't tell marines from marauders.
No prejudices, i hate everyone equally.
Riner1212
Profile Joined November 2012
United States337 Posts
May 17 2018 03:26 GMT
#35
MARAUDER IS BACK BOYS! time to play terran again
Sjow "pretty ez life as protoss"
neutralrobot
Profile Joined July 2011
Australia1025 Posts
May 17 2018 04:01 GMT
#36
Marauder buff means Maru buff.
Maru | Life | PartinG || I guess I like aggressive control freaks... || Reynor will one day reign supreme || *reyn supreme
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2018-05-17 05:23:07
May 17 2018 05:22 GMT
#37
The marauder attack was needed for bio to stop grossly underperform against gate armies with guardian shield (or double chrono'ed upgrades).

Raven missile nerf is also a good thing design-wise.

The viking health buff is very underwhelming but going in the right direction.

Now the issue is that mech is now generally meh to decent in TvZ, plain bad in TvT, and completely terrible in TvP. Wish they'd acknowledge that the raven redesign was a failure, and that the cyclone is still badly designed.
Tyrhanius
Profile Joined April 2011
France947 Posts
May 17 2018 06:18 GMT
#38
On May 17 2018 08:36 Pontius Pirate wrote:
Show nested quote +
On May 16 2018 23:54 Caelum93 wrote:
On May 16 2018 23:38 pieroog wrote:
wow! that's a lot of changes.... I wonder how the Ultralisk will perform with these kind of alterations

You dont play Ultras

Yeah, Ultras feel like hot garbage again against bio. I suspect they may need to up the max armor again to 8. Perhaps an increase to their base armor from 2 to 3 would be the best way to go about this. As long as the Marauder can mostly still counter Ultras, rather than just slightly counter Ultras, like in early LotV, then I don't find it too problematic that Marines return to hitting them with peashooters.

I wouldn't go so far as to state that I'm not in favor of the Marauder being reverted to single-shot (for one, it just looks way better and easier to follow), but I think that this will necessitate some other things shifting to compensate.

You haven't understood, you need ultras with 14 armor to go back to the previous state of marauders vs ultras interaction.

That tells you how dead ultras are right now.
Ej_
Profile Blog Joined January 2013
47656 Posts
May 17 2018 06:44 GMT
#39
On May 17 2018 11:17 Lexender wrote:
Show nested quote +
On May 17 2018 10:49 Thaniri wrote:
On May 16 2018 23:44 xTJx wrote:
Happy that they're buffing non cancerous units.


I find this hilarious since the big meme from like 2010-2015 was that Marauders were shitty un-microable and in-interesting 1a2a3a units.


Not only has that never been a meme, but aslo nobody does 1a2a3a in SC2.

It's the truth. Marauder is a cyclone that comes out of barracks.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Charoisaur
Profile Joined August 2014
Germany16103 Posts
May 17 2018 06:50 GMT
#40
On May 17 2018 08:36 Pontius Pirate wrote:
Show nested quote +
On May 16 2018 23:54 Caelum93 wrote:
On May 16 2018 23:38 pieroog wrote:
wow! that's a lot of changes.... I wonder how the Ultralisk will perform with these kind of alterations

You dont play Ultras

Yeah, Ultras feel like hot garbage again against bio. I suspect they may need to up the max armor again to 8. Perhaps an increase to their base armor from 2 to 3 would be the best way to go about this. As long as the Marauder can mostly still counter Ultras, rather than just slightly counter Ultras, like in early LotV, then I don't find it too problematic that Marines return to hitting them with peashooters.

I wouldn't go so far as to state that I'm not in favor of the Marauder being reverted to single-shot (for one, it just looks way better and easier to follow), but I think that this will necessitate some other things shifting to compensate.

I'm glad that the meta isn't anymore Zerg sitting in their base doing nothing but turtling to ultras with terran being forced to allin every game.
If the game turns out to be imbalanced they better should buff midgame units like Mutas or Banelings.
Many of the coolest moments in sc2 happen due to worker harassment
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