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4.8.1 Patch - Oracle bug fix/nerf - Page 2

Forum Index > SC2 General
64 CommentsPost a Reply
Prev 1 2 3 4 Next All
opisska
Profile Blog Joined February 2011
Poland8852 Posts
January 11 2019 13:02 GMT
#21
How long has the "issue" with Oracle existed? How big is the DPS change?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
ScarPe
Profile Joined January 2010
Germany392 Posts
Last Edited: 2019-01-11 13:13:37
January 11 2019 13:12 GMT
#22
i actually dont mind the change on the Oracle, but it significantly nerfs airtoss in general also!

its the same problem since WoL: toss is not flexible enough throuout a single game. the really big units are hard to get and are countered way too easy. this wouldnt be that big of a problem if gateway units were strong by any means other than pocketstrats or "overminerals-dump".

Colossi: yeah i just mass some anti air as soon as i spot them. after they are killed, the protoss ground army is way too weak.
Disruptor: i just run away with stim, or on creep.
Templar: move way too slow to guard them properly with your army if you pressure the enemy. Energy dependent.
Carrier: way too expensive, considering you need a critical mass, to even be able to hold your ground against mass Hydra/rines. terran and zerg both have the possibility to "Flash"-produce flying anto-air specialists, as soon as they get aware of carrier.

These Things didnt change for 9 (?) years now :D
So we will see protoss using all-in timings 90% till this games dies, because as soon as the enemy scouts your "special" tech, it is countered way too easy. (imho)

(inb4: i write this as a zerg main)
Awaken my child and embrace the glory that is your birthright. -[The Overmind]
renaissanceMAN
Profile Joined March 2011
United States1840 Posts
January 11 2019 13:12 GMT
#23
On January 11 2019 18:48 yht9657 wrote:
Well guess that marks the end of SG opening in PVZ, I see it's time to return to my robo/twilight into dying to mass lings opening.


Always good to have a plan!

I don’t think this is going to be that big of a change, but rather a slight nudge.
On August 15 2013 03:43 Waxangel wrote: no amount of money can replace the enjoyment of being mean to people on the internet
Vision_
Profile Joined September 2018
875 Posts
January 11 2019 13:28 GMT
#24
Cool, aesthetics and mecanics polished.. Maybe it s a double nerf for oracle so let s see if it s not too much for oracle..
DomeGetta
Profile Joined February 2012
480 Posts
January 11 2019 13:40 GMT
#25
On January 11 2019 22:12 ScarPe wrote:
i actually dont mind the change on the Oracle, but it significantly nerfs airtoss in general also!

its the same problem since WoL: toss is not flexible enough throuout a single game. the really big units are hard to get and are countered way too easy. this wouldnt be that big of a problem if gateway units were strong by any means other than pocketstrats or "overminerals-dump".

Colossi: yeah i just mass some anti air as soon as i spot them. after they are killed, the protoss ground army is way too weak.
Disruptor: i just run away with stim, or on creep.
Templar: move way too slow to guard them properly with your army if you pressure the enemy. Energy dependent.
Carrier: way too expensive, considering you need a critical mass, to even be able to hold your ground against mass Hydra/rines. terran and zerg both have the possibility to "Flash"-produce flying anto-air specialists, as soon as they get aware of carrier.

These Things didnt change for 9 (?) years now :D
So we will see protoss using all-in timings 90% till this games dies, because as soon as the enemy scouts your "special" tech, it is countered way too easy. (imho)

(inb4: i write this as a zerg main)



Sure you do bro. A literal entire post protoss whine followed by (but i play zerg doe). Protoss been UP for 9 years u heard it here first.
Tempest
Profile Joined October 2015
United States147 Posts
January 11 2019 14:24 GMT
#26
The issue is PvZ balance was severely impacted by this.

Oracles are the backbone of not dying to early Ling all-ins, and are instrumental in being able to safely take a third base. Sentry and voids being nerfed is absolute crap as well, but Toss is going to be limited to mostly 2 base all-ins in PvZ until this is revisited. Stargate opener is pretty crap now, I hope they fix this before WCS.
Quick, think of some pithy cliche and toss it here
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 11 2019 14:36 GMT
#27
Kinda sad that protoss needs the oracle to be dumb in able to survive and play pvz, the current iteration looks way more in line of what the unit should do harass wise.
It affecting the matchup blizzard will have to buff the cooldown though to get the bug's behavior on average.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
TheWildShooter
Profile Joined September 2011
79 Posts
January 11 2019 15:12 GMT
#28
For those of you who don't know, they DIDN'T FIX the actual bug. They were trying to fix recently discovered bug that allowed you to do extra tick of damage with beam unit (e.g. oracle) if you re-target with different targeting type (On practice it allowed you to break through shield batteries like in this video demonstration https://www.reddit.com/r/starcraft/comments/a77eud/shield_batteries_suck/). INSTEAD, they ruined the beam attack mechanic, that was working in a CONSISTENT manner, AS INTENDED by the original game designers since the inception for almost 9 years. I guess present team that works on SC2 has just found out that beam units attack in a different manner and thought it is the root of the problem, but instead all they needed was a fix of a re-targeting bug, not to mess with the beam attacks!!
oGsMC <3
Ben...
Profile Joined January 2011
Canada3485 Posts
January 11 2019 15:27 GMT
#29
To all the mech terrans acting dismissive of this and saying it's a good change, this change would be akin to Blizzard going "Yeah we realized we were calculating the diameter of liberation zones on liberators wrong so we fixed the bug" and suddenly liberation zone only covers one or two mineral patches, while at the same time pretending it isn't a balance change. This hurts oracles quite a bit for worker harrass (which isn't as huge of a deal because they only work these days since most people know how to defend them), but from a defensive perspective, it's huge in PvZ and will have a substantial impact on the matchup.

I've seen zerg players respond by saying "just get a few sentries to forcefield or an extra oracle" but what they don't understand is that this third base harass is built into their builds so they can still hit with a hydra/ling/bane or roach/ravager timing at the same time, while protoss will be having to hold those builds off with delayed tech or a delayed economy due to having to spend extra gas to get extra units to secure a safe third.

"Cliiiiiiiiiiiiiiiiide" -Tastosis
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
January 11 2019 16:54 GMT
#30
On January 11 2019 21:10 Destructicon wrote:
Doodads are the small embellishments which can be added to maps for aesthetic reasons, like columns, trees, arches etc.

What the change means is that, up till now you had a much smaller cap on doodads. After this change you can put up to 100k on your map.

I don't think performance should be impacted unless a map maker really goes out of his way to add a lot of doodads, and even then I'm not sure.


Doodads do significantly affect performance, larger and more busy maps are more demanding. It's easy to make maps that run way worse than other maps and an increased cap will only make that easier
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
MrMischelito
Profile Joined February 2014
347 Posts
January 11 2019 17:13 GMT
#31
oracle damage is still too high!
MilExo
Profile Joined September 2011
South Africa139 Posts
January 11 2019 17:16 GMT
#32
Don't forget that this change also impacts the sentry and void ray.
swissman777
Profile Joined September 2014
1106 Posts
January 11 2019 18:09 GMT
#33
Well just a nerf but no buff somewhere else? Well this sucks.
Snakestyle11
Profile Joined December 2018
191 Posts
January 11 2019 18:17 GMT
#34
On January 12 2019 03:09 swissman777 wrote:
Well just a nerf but no buff somewhere else? Well this sucks.


Last patch, zerg got queen nerf, creep nerf, hydra nerf. With no compensation.

Oh wait, hydras and lings unburrow faster now..


There is a reason every damn matchup versus zerg air units are super oppressive.
Zerg badly needs a new unit that can attack air from ground at hatchery.

This is stupid that every game zerg is FORCED to play defensive with mass queens because its the only way to defend air and they got nerfed hard.

This means we can almost not put any pressure for first 6minutes of the game, leaving other races to be able to freely tech WHILE getting lots of economy, since they barely need any units, just a wall.

Even in ZvZ now mass mutas are SO oppressive and OP. Yet mutas almost do nothing against terran or protoss.

In ZvP, because mostly of how good archons are against mutas and lings, you can pretty much never go spire even if they dontt go stargate. Because if you do opponent can just kill you or keep you on super low economy.

In ZvT, with new BC build, you cant do netin exept mass queens and mass drones, else you will die to 2 bcs or fall incredibly behind. If you do any kind of roach pressure and fail to do incredibly dmg, you die. Because if you go for a early roach attack, you will have not enough defense to defend against 2 bcs, or not enough drones too even afford enough defense.
Snakestyle11
Profile Joined December 2018
191 Posts
Last Edited: 2019-01-11 18:20:14
January 11 2019 18:19 GMT
#35
accidentally double posted... it wont let me delete im very sorry.
Snakestyle11
Profile Joined December 2018
191 Posts
Last Edited: 2019-01-11 22:19:43
January 11 2019 18:21 GMT
#36
delete
Charoisaur
Profile Joined August 2014
Germany16062 Posts
January 11 2019 18:29 GMT
#37
On January 11 2019 22:12 ScarPe wrote:
i actually dont mind the change on the Oracle, but it significantly nerfs airtoss in general also!

its the same problem since WoL: toss is not flexible enough throuout a single game. the really big units are hard to get and are countered way too easy. this wouldnt be that big of a problem if gateway units were strong by any means other than pocketstrats or "overminerals-dump".

Colossi: yeah i just mass some anti air as soon as i spot them. after they are killed, the protoss ground army is way too weak.
Disruptor: i just run away with stim, or on creep.
Templar: move way too slow to guard them properly with your army if you pressure the enemy. Energy dependent.
Carrier: way too expensive, considering you need a critical mass, to even be able to hold your ground against mass Hydra/rines. terran and zerg both have the possibility to "Flash"-produce flying anto-air specialists, as soon as they get aware of carrier.

These Things didnt change for 9 (?) years now :D
So we will see protoss using all-in timings 90% till this games dies, because as soon as the enemy scouts your "special" tech, it is countered way too easy. (imho)

(inb4: i write this as a zerg main)

As a Protoss main I heavily disagree with all of your points:
Colossi: Once the collossi are dead the Protoss army still destroys everything because the opponent had to invest so much into units that are useless against the ground army.
Disruptor: Yeah you run away - and then what? the cooldown gets just reset, you didn't gain anything.
Templar: No comment needed. Best unit in the game by far
Carrier: are you serious? massing Marines/Hydras against Carriers is a safe way to lose the game as Carriers murder them
Many of the coolest moments in sc2 happen due to worker harassment
opisska
Profile Blog Joined February 2011
Poland8852 Posts
January 11 2019 18:34 GMT
#38
This discussion is now moot:

us.battle.net
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
PanS3rnik
Profile Joined July 2018
18 Posts
Last Edited: 2019-01-11 19:03:10
January 11 2019 19:01 GMT
#39
REVERTED
TehWyLD
Profile Joined July 2011
Canada18 Posts
January 11 2019 19:18 GMT
#40
"This just in! Oracles have been functioning improperly this whole time and we were totally not balancing the game around their old dps."
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