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Balance Mod Update Oct 23, 2018 - Page 4

Forum Index > SC2 General
88 CommentsPost a Reply
Prev 1 2 3 4 5 Next All
Doink
Profile Joined April 2017
75 Posts
Last Edited: 2018-11-06 17:23:09
November 06 2018 17:22 GMT
#61
On November 07 2018 02:15 opisska wrote:
I didn't really follow the whole "big patch" until now.

But I am surprised: why is there no outrage about toss air? If anything, these changes buff it even further, no? Are people really okay with the Golden Armada?


I also didn't follow much but I think they tried to nerf carrier. Toss players started crying and they changed the carrier to be even stronger than it is now. So I don't know what's the plan. Like I said I didn't follow too much so I could be wrong.

lol @ removing match countdown. Only good thing in this patch gets removed/delayed :/
Charoisaur
Profile Joined August 2014
Germany16017 Posts
November 06 2018 17:26 GMT
#62
On November 06 2018 12:07 HaloLegend98 wrote:
Show nested quote +
On November 06 2018 09:59 dummy1 wrote:
[image loading]
[image loading]
?????????



lol seems like Blizzard is going to be slowing down on adjusting SC2 if this single slide is to be taken seriously.

What a shame.

Didn't they say the same thing last year? I wouldn't make me too much hope.
Many of the coolest moments in sc2 happen due to worker harassment
Creager
Profile Joined February 2011
Germany1920 Posts
November 06 2018 17:38 GMT
#63
On November 06 2018 12:07 HaloLegend98 wrote:
Show nested quote +
On November 06 2018 09:59 dummy1 wrote:
[image loading]
[image loading]
?????????



lol seems like Blizzard is going to be slowing down on adjusting SC2 if this single slide is to be taken seriously.

What a shame.


That's exactly the same stuff they've been announcing every f***ing year up until now - they always say they don't want to do regular balance patches, but every year they end up doing another major revamp.

I'm all for stability and consistency when it comes to balance, which means they should just leave the game alone for good at some point, opposed to "shaking up the meta regularily to keep things fresh for players". To me, that's not what StarCraft is about, it's about the fiercest competition and striving to be the best player you can be and having to re-learn abilities, hotkeys (playing grid can be a nuisance) and unit interactions anually just doesn't cut it for me, when there are other (minor) things I could improve on. I've always loved the steep learning curve this game has, but getting constantly set back artificially because they still tinker around with balance just makes me not want to invest time into this game anymore.

So, in the end it's not a shame for me that they say they WANT to slow down on these patches, at all, I've been wishing for that for years now, but in reality it's just PR gibberish to me.
... einmal mit Profis spielen!
ETisME
Profile Blog Joined April 2011
12546 Posts
November 07 2018 01:05 GMT
#64
I am on the camp of more changes (at least on the pacing it is at now)

I don't want to have a dominating strategy that lasts months, with the only counter being early game all ins. And a year later the anti meta is developed and its some mid game all in.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
November 07 2018 01:59 GMT
#65
i feel like blizzard really struggles to find a way to balance the game properly after all those expansions. Every expansion introduced new units, for the sake of adding new units. It has always been a PR move to add more units, it has never been about trying to get the multiplayer balance and design in a perfect spot.

If that would've been their goal since WoL release, they would not have added so many new units.

There are still many units/mechanics in the game that just don't seem to fit in.

As a hardcore 1v1 RTS player im honestly glad that lotv is the last expansion of SC2, because it means the balance team can finally focus on actually making SC2 a final and finished product, with a nice, optimal balance between the races and well designed, fun unit interactions.

But the problem is that we are stuck with so many new units, so im really curious how everything will turn out.

With this major patch units like for example disruptor and cyclone will simply get reverted to previous versions. Is it justified to be skeptical about it ?

Why should a revert fix previous issues ?

we will see how it will turn out...

P.S. I hope balance team will mention swarmhosts in one of their updates soon, would like to hear their thoughts about it.
Lexender
Profile Joined September 2013
Mexico2655 Posts
November 07 2018 15:12 GMT
#66
Blizz needs to release the changes to ladder now, theres no point to not do it and the faster the better to have the changes tested and smoothed by the time next years season start.
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
Last Edited: 2018-11-07 15:33:35
November 07 2018 15:33 GMT
#67
I agree that releasing it now makes more sense, release it now, then address issues later before tournaments restart. The next "big" tournament is HSC right which has no points on offer so that shouldn't really matter. Should start throwing it out there to address any major balance concerns before WCS 2019 / GSL restarts

Plus with the hype around StarCraft at the moment makes sense to keep it going with a nice fresh big patch.
ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
washikie
Profile Joined February 2011
United States752 Posts
November 12 2018 06:52 GMT
#68
On November 07 2018 02:38 Creager wrote:
Show nested quote +
On November 06 2018 12:07 HaloLegend98 wrote:
On November 06 2018 09:59 dummy1 wrote:
[image loading]
[image loading]
?????????



lol seems like Blizzard is going to be slowing down on adjusting SC2 if this single slide is to be taken seriously.

What a shame.


That's exactly the same stuff they've been announcing every f***ing year up until now - they always say they don't want to do regular balance patches, but every year they end up doing another major revamp.

I'm all for stability and consistency when it comes to balance, which means they should just leave the game alone for good at some point, opposed to "shaking up the meta regularily to keep things fresh for players". To me, that's not what StarCraft is about, it's about the fiercest competition and striving to be the best player you can be and having to re-learn abilities, hotkeys (playing grid can be a nuisance) and unit interactions anually just doesn't cut it for me, when there are other (minor) things I could improve on. I've always loved the steep learning curve this game has, but getting constantly set back artificially because they still tinker around with balance just makes me not want to invest time into this game anymore.

So, in the end it's not a shame for me that they say they WANT to slow down on these patches, at all, I've been wishing for that for years now, but in reality it's just PR gibberish to me.


i like the fact they shake up the ballance from time to time, the game has never reached a really ballanced state across all matchups prity much ever, so at least adjusting ballance keeps things fresh and prevents stale metagames.
"when life gives Hero lemons he makes carriers" -Artosis
pope742
Profile Joined November 2018
5 Posts
November 12 2018 07:03 GMT
#69
Balance update coming November 16th. Source: ESTNN Starcraft News.
insitelol
Profile Joined August 2012
845 Posts
November 12 2018 08:12 GMT
#70
On November 12 2018 16:03 pope742 wrote:
Balance update coming November 16th. Source: ESTNN Starcraft News.

Quite questionable "source". The last time i checked it ingame it said the season will start on the 23 of november (can't confirm it atm). I also liked the part where he is hyping a 2nd (?) "complete game overhaul" (?). It's not the 2nd but a 3rd so called overhaul, and this year it's more of "incomplete" one.
Less is more.
Lexender
Profile Joined September 2013
Mexico2655 Posts
November 12 2018 10:47 GMT
#71
Testing ladder has been inactive (for me at least) for at least over a week now, I wouldn't be surprised if they released the changes to ladder soon. Or at least a new update tomorrow.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2018-11-12 11:43:54
November 12 2018 11:43 GMT
#72
I wonder if the old Cyclone will get any use.
As far I can remember Cyclones were pretty much useless except building a single on early game as banshee/drop defense.
dummy1
Profile Blog Joined April 2018
420 Posts
Last Edited: 2018-11-12 12:45:51
November 12 2018 12:44 GMT
#73
REalistically, i'd like to put goliaths and firebats instead of cyclones and hellions. It should help with everything.
https://www.youtube.com/c/DepressingStarcraft <- Maru VODs and stuff | END REGION-LOCK NOW
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2018-11-12 15:02:21
November 12 2018 15:00 GMT
#74
Btw, terrans. Why does everyone think that the old version of cyclone equals its removal? It costs less, attacks on move and has a longer range. Blizzard said they want to limit terran proxy options, but current version cyclones could be easily countered even with stalkers. The old one kites any ground units (even voidrays?) to death remaining untouchable. It's a perfect early proxy siege weapon. Tell me im wrong please. Does a lab requirement matter that much?
Less is more.
Hvvacha
Profile Joined April 2018
82 Posts
Last Edited: 2018-11-12 15:16:52
November 12 2018 15:10 GMT
#75
On November 13 2018 00:00 insitelol wrote:
Btw, terrans. Why does everyone think that the old version of cyclone equals its removal? It costs less, attacks on move and has a longer range. Blizzard said they want to limit terran proxy options, but current version cyclones could be easily countered even with stalkers. The old one kites any ground units (even voidrays?) to death remaining untouchable. It's a perfect early proxy siege weapon. Tell me im wrong please. Does a lab requirement matter that much?


cost remains the same 150/100 and 4 supply instead of 3
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2018-11-12 15:18:21
November 12 2018 15:18 GMT
#76
On November 13 2018 00:10 Hvvacha wrote:
Show nested quote +
On November 13 2018 00:00 insitelol wrote:
Btw, terrans. Why does everyone think that the old version of cyclone equals its removal? It costs less, attacks on move and has a longer range. Blizzard said they want to limit terran proxy options, but current version cyclones could be easily countered even with stalkers. The old one kites any ground units (even voidrays?) to death remaining untouchable. It's a perfect early proxy siege weapon. Tell me im wrong please. Does a lab requirement matter that much?


cost remains the same 150/100 and 4 supply instead of 3

Oh sorry, my bad. But what about everything else?
Less is more.
Hvvacha
Profile Joined April 2018
82 Posts
November 12 2018 15:22 GMT
#77
On November 13 2018 00:18 insitelol wrote:
Show nested quote +
On November 13 2018 00:10 Hvvacha wrote:
On November 13 2018 00:00 insitelol wrote:
Btw, terrans. Why does everyone think that the old version of cyclone equals its removal? It costs less, attacks on move and has a longer range. Blizzard said they want to limit terran proxy options, but current version cyclones could be easily countered even with stalkers. The old one kites any ground units (even voidrays?) to death remaining untouchable. It's a perfect early proxy siege weapon. Tell me im wrong please. Does a lab requirement matter that much?


cost remains the same 150/100 and 4 supply instead of 3

Oh sorry, my bad. But what about everything else?


i guess they bad in small numbers and because of lab you can't mass them early game
MockHamill
Profile Joined March 2010
Sweden1798 Posts
November 12 2018 15:51 GMT
#78
I remember that I used cyclone/mine for a while to put some early pressure on Protoss.
Problem is that it got shut down hard as soon as Protoss added some Disruptors. Suddenly you sat that with 40 supply that was more or less dead.

I think the cyclone will need some kind of buff or they will be really rare after the first few weeks of the patch.
Charoisaur
Profile Joined August 2014
Germany16017 Posts
November 12 2018 17:23 GMT
#79
On November 13 2018 00:18 insitelol wrote:
Show nested quote +
On November 13 2018 00:10 Hvvacha wrote:
On November 13 2018 00:00 insitelol wrote:
Btw, terrans. Why does everyone think that the old version of cyclone equals its removal? It costs less, attacks on move and has a longer range. Blizzard said they want to limit terran proxy options, but current version cyclones could be easily countered even with stalkers. The old one kites any ground units (even voidrays?) to death remaining untouchable. It's a perfect early proxy siege weapon. Tell me im wrong please. Does a lab requirement matter that much?


cost remains the same 150/100 and 4 supply instead of 3

Oh sorry, my bad. But what about everything else?

180 to 120 HP. The old Cyclone immediately dies to anything.
Many of the coolest moments in sc2 happen due to worker harassment
yubo56
Profile Joined May 2014
690 Posts
November 12 2018 17:34 GMT
#80
The cyclone pushes right before the new cyclone was patched in were starting to get really interesting. Remember Innovation's 2 fac TvZ pressure build where he would float a barracks and use the cyclone to snipe overlords/queens etc. while protecting with hellions? Seems much more dynamic and nuanced than pulling SCVs and trying to facetank a bunch of damage.

I feel like the old cyclone will make pushes feel much more like ghost rushes do now, since snipe and lock-on kinda interact similarly. You can just pounce on ghost rushes if you see them coming though, and I think old cyclone rushes will be kinda similar. Really high risk rushes but very technical, so should be interesting to see. Plus, tech lab factory is a much less committal tech choice than ghost academy, so it might be more common too
Jung Yoon Jong fighting, even after retirement! Feel better soon.
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