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Balance Mod Update Oct 9, 2018 - Page 3

Forum Index > SC2 General
172 CommentsPost a Reply
Prev 1 2 3 4 5 7 8 9 Next All
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
October 09 2018 23:45 GMT
#41
On October 10 2018 08:06 MrWayne wrote:
Show nested quote +
On October 10 2018 07:14 Charoisaur wrote:
RIP Terran. Ravager rushes and early Protoss pushes will be unstoppable..
The Cyclone change will break terran early game.


You think so? I don't recall that early protoss and zerg pushes were broken pre 3.8.

thats because you didnt play terran
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
Charoisaur
Profile Joined August 2014
Germany16017 Posts
October 09 2018 23:51 GMT
#42
On October 10 2018 08:06 MrWayne wrote:
Show nested quote +
On October 10 2018 07:14 Charoisaur wrote:
RIP Terran. Ravager rushes and early Protoss pushes will be unstoppable..
The Cyclone change will break terran early game.


You think so? I don't recall that early protoss and zerg pushes were broken pre 3.8.

That's because terran had tankivacs back then. With neither tankivacs nor Cyclones Ravager rushes will be insanely strong.
Many of the coolest moments in sc2 happen due to worker harassment
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
October 09 2018 23:57 GMT
#43
Bring back tankivacs to! how else can we stop ravager rushes now?
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
Hydralich
Profile Joined September 2018
16 Posts
October 10 2018 00:36 GMT
#44
Hydralisk's attack speed changed from .57 to .59.
Now protoss can just go 2 base mass carriers and kite again
Lexender
Profile Joined September 2013
Mexico2655 Posts
October 10 2018 00:48 GMT
#45
Old cyclone was a freaking amazing defensive tool. Its actually way better than the current cyclone, its only downside is that it something else for buffer but WP, oracles, immortals, roaches and ravagers (at least rushed) melted to cyclone without ever catching them.

Not for nothing it was nicknamed the terran MsC.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2018-10-10 01:33:37
October 10 2018 01:33 GMT
#46
On October 10 2018 08:13 kOrc wrote:
Show nested quote +
On October 10 2018 04:54 Fango wrote:
I still don't understand the warpgate change. Protoss is almost universally considered the least mechanically demanding race. Why does it get so many QoL changes?

The high remplar auto attack, adept shade movement, observer stationary mode, and now auto transforming warpgates (which is the most pointless one yet). I'm not sure why they think toss is the race that needs it's skill floor lowered.

SC2 pros already have a tough time distinguishing themselves. Making the game play itself doesn't help, and as far as I know no one asked for it (?).


You know that people who aren't pros play this game, and are just as if not arguably more important to Blizzard right? This is the kind of thing noone at Diamond 1 or higher would care about either way (i don't care that protoss gets this QoL improvement, it doesn't really make their race easier to play or harder for me to face), but makes the game greatly less frustrating for the casual player base. If you suggest good QoL improvements for other races that don't overpower them (no auto-creep spread or auto-muling) I'm sure Blizz will consider it. In fact the reason they reverted chrono boost was because it was too much of a QoL improvement.


best qol change ever would be to let Terran select which side of the building the addon builds on if they have only one building selected, no more lost reactor to Allin cause spawned on wrong side of map.
"when life gives Hero lemons he makes carriers" -Artosis
dummy1
Profile Blog Joined April 2018
420 Posts
October 10 2018 01:35 GMT
#47
This is madness. No! This is Balance Team!
https://www.youtube.com/c/DepressingStarcraft <- Maru VODs and stuff | END REGION-LOCK NOW
kOrc
Profile Joined July 2018
22 Posts
Last Edited: 2018-10-10 01:42:23
October 10 2018 01:41 GMT
#48
On October 10 2018 10:33 washikie wrote:
Show nested quote +
On October 10 2018 08:13 kOrc wrote:
On October 10 2018 04:54 Fango wrote:
I still don't understand the warpgate change. Protoss is almost universally considered the least mechanically demanding race. Why does it get so many QoL changes?

The high remplar auto attack, adept shade movement, observer stationary mode, and now auto transforming warpgates (which is the most pointless one yet). I'm not sure why they think toss is the race that needs it's skill floor lowered.

SC2 pros already have a tough time distinguishing themselves. Making the game play itself doesn't help, and as far as I know no one asked for it (?).


You know that people who aren't pros play this game, and are just as if not arguably more important to Blizzard right? This is the kind of thing noone at Diamond 1 or higher would care about either way (i don't care that protoss gets this QoL improvement, it doesn't really make their race easier to play or harder for me to face), but makes the game greatly less frustrating for the casual player base. If you suggest good QoL improvements for other races that don't overpower them (no auto-creep spread or auto-muling) I'm sure Blizz will consider it. In fact the reason they reverted chrono boost was because it was too much of a QoL improvement.


best qol change ever would be to let Terran select which side of the building the addon builds on if they have only one building selected, no more lost reactor to Allin cause spawned on wrong side of map.


Agreed, this is a much needed QoL improvement for terran, it's too much RNG impact in a game like starcraft and changes building placement logic drastically just switching sides on the same map! I would be ok even if instead of letting you choose, it automatically chose the corner facing the terran's start location (so towards bottom left if you spawn bottom left, to top right if you spawn top right), that way it should always be inside your starting ramp and natural wall-in. This could also not require any unnecessary building UI for add-ons from having to choose.
Less_Du_Et
Profile Joined August 2014
United States18 Posts
October 10 2018 01:56 GMT
#49
Again...just gonna leave this here...

http://aligulac.com/misc/balance/
Everyone is entitled to be stupid, but some abuse the privilege.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2018-10-10 02:24:47
October 10 2018 02:02 GMT
#50
On October 10 2018 08:51 Charoisaur wrote:
Show nested quote +
On October 10 2018 08:06 MrWayne wrote:
On October 10 2018 07:14 Charoisaur wrote:
RIP Terran. Ravager rushes and early Protoss pushes will be unstoppable..
The Cyclone change will break terran early game.


You think so? I don't recall that early protoss and zerg pushes were broken pre 3.8.

That's because terran had tankivacs back then. With neither tankivacs nor Cyclones Ravager rushes will be insanely strong.


Yeah ravager rush is going to be much stronger agian, so will proxy hatch. might make this really strong in the meta in maps with shorter rush distances.
"when life gives Hero lemons he makes carriers" -Artosis
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2018-10-10 02:27:19
October 10 2018 02:16 GMT
#51
On October 10 2018 09:48 Lexender wrote:
Old cyclone was a freaking amazing defensive tool. Its actually way better than the current cyclone, its only downside is that it something else for buffer but WP, oracles, immortals, roaches and ravagers (at least rushed) melted to cyclone without ever catching them.

Not for nothing it was nicknamed the terran MsC.


In tvp and tvt yeah, in tvz it really was not that great unless you built a ton of them. I think this may have a larger than anticipated effect on terran's Allin defense in tvz, it also removes the punishing followups terran had vs Zerg allins you can't counter Allin with cyclones any more nor can you do a ton of dmg with tank drop harass to punish an Allin Zergs lack of creep. I might be wrong on this but it is a concern.
"when life gives Hero lemons he makes carriers" -Artosis
dummy1
Profile Blog Joined April 2018
420 Posts
Last Edited: 2018-10-10 02:41:50
October 10 2018 02:39 GMT
#52
It's not a good idea changing back the old cyclone. Looking back... ravanger rush, proxy voidrays, oracles, and you're a dead man. Just a scratch on your cyclone, you're a dead man in minutes. You're dead. Did you hear me? You're dead!
https://www.youtube.com/c/DepressingStarcraft <- Maru VODs and stuff | END REGION-LOCK NOW
Athenau
Profile Joined March 2015
570 Posts
October 10 2018 03:09 GMT
#53
proxy voidrays, oracles

Wat? Lock-on cyclones are way better vs voidrays and oracles. Live cyclone AA is garbage.
jedi1982
Profile Joined January 2011
United States172 Posts
October 10 2018 03:10 GMT
#54
I really would love to see the whiteboard in Blizz balance team conference room to see what the overall strategy play is for all the races. I don't understand what they're doing with some of this and seems like they're randomly throwing a dart at some sticky notes with suggested changes. The carrier situation is still pretty ridiculous.
Couguar
Profile Joined April 2010
Russian Federation54 Posts
October 10 2018 03:22 GMT
#55
Aiur heard my pleas.
BlinkDT is now super good PvT unit.
It was good even before but now its godlike
This balance update becomes better and better.
Though i prefer nerfed carriers rather than buffed
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2018-10-10 03:50:39
October 10 2018 03:50 GMT
#56
At this point I'd really rather they give up on Cyclones and bring back the Goliath. I think I mostly appreciate the other changes, with the exception of the Hydralisk nerf. I would greatly prefer the very slight HP nerf to the DPS nerf, as I would like for them to emphasize the fragility of the unit, which is part of what makes Hydras unique in SC2.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 10 2018 04:27 GMT
#57
On October 10 2018 12:50 Pontius Pirate wrote:
At this point I'd really rather they give up on Cyclones and bring back the Goliath. I think I mostly appreciate the other changes, with the exception of the Hydralisk nerf. I would greatly prefer the very slight HP nerf to the DPS nerf, as I would like for them to emphasize the fragility of the unit, which is part of what makes Hydras unique in SC2.


There's a bunch of reasons against bringing back the goliath, the main ones being:

- its role overlaps a ton with both the thor and the viking
- mutas are already bad
- it doesn't solve any of the core problems that mech faces in SCII
dummy1
Profile Blog Joined April 2018
420 Posts
Last Edited: 2018-10-10 05:21:03
October 10 2018 05:20 GMT
#58
On October 10 2018 12:09 Athenau wrote:
Show nested quote +
proxy voidrays, oracles

Wat? Lock-on cyclones are way better vs voidrays and oracles. Live cyclone AA is garbage.

Now requires a Tech Lab to be built at the Factory. Dude...... you're dead before the first cyclone.
https://www.youtube.com/c/DepressingStarcraft <- Maru VODs and stuff | END REGION-LOCK NOW
MockHamill
Profile Joined March 2010
Sweden1798 Posts
October 10 2018 05:20 GMT
#59
I remember the old cyclones. I tried to use them in 100s of games vs Protoss until I realized they were useless.

If you had like 8 cyclones and Protoss started building disruptors suddenly you sat there with 32 supply that could not be used any more due to disruptor shots.

I think people are nostalgic about the cool micro you could do with the old cylones (and you could) but forget how easily Protoss made your cyclones dead supply.
dummy1
Profile Blog Joined April 2018
420 Posts
October 10 2018 05:23 GMT
#60
Btw The number of terran openings now equals the number one. 1-1-1.
https://www.youtube.com/c/DepressingStarcraft <- Maru VODs and stuff | END REGION-LOCK NOW
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