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Blizz: Proposed changes for post-BlizzCon patch 2019 - Pag…

Forum Index > SC2 General
642 CommentsPost a Reply
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MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2019-11-07 07:50:48
November 07 2019 07:23 GMT
#561
On November 07 2019 11:37 RandomPlayer416 wrote:
I'm gonna say what needs to be said I really dont care if I get banned or not at this point because there is nothing left to say about this game anymore.

The game is so broken its not even funny. Its borderline unplayable to the point where they might as well just give up on the game and focus on a new game. Seriously how is it possible that someone can mass mutalisk and have their way with someone defending with mines turrets and THORS ? Oh thats right because the map design is as bad as the game design.

Admittedly I havent played the game in months but every game I lost has been due to pathing, units taking the worst possible route, armies splitting themselves and getting picked off because zerg can instantly move anywhere on the map. . . I can't comprehend blizzards obsession with bases that are winding routes , impossible to defend mutalisk harass. Like actually impossible.

Honestly playing Terran in this state of the game, it feels like your units are papermache that don't even pack a punch. I mean for christs sake thors with mines cannot beat mutalisk because they just fly away and INSTANTLY HEAL WHILE THEY FLY OVER TO YOUR OTHER BASES. Its a never ending circle of shit.


In my experience the only way to lose against mass muta is either to
a) Be suprised (you did not scout his muta transition in time)
b) Try to play defense or
c) Your opponnent is much better than you.

Mass Mutalisk is the easiest Zerg threat to beat. Just get lots of thors with support units, grab 10 workers for thor repair and a-move to his main. I think my winrate against this is above 90%. Never try to defend against mass muta, just go for the kill.

Your opponent will either fly his mutas home and try to defend, which means that you won since your army massacre his in a straight up battle. Or he willl try to go for a base trade which you can typically win by killing his main first, then all of his expansions while mass turrets at your bases eventually will kill off all his mutas.
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
November 07 2019 08:07 GMT
#562
On November 07 2019 05:00 Boggyb wrote:
Show nested quote +
On November 07 2019 03:26 BisuDagger wrote:
On November 06 2019 17:45 deacon.frost wrote:
On November 06 2019 16:16 washikie wrote:
On November 06 2019 15:31 Charoisaur wrote:
On November 06 2019 08:49 BisuDagger wrote:
I always thought fungal+parasitic bomb was the issue withinvestors, not infested Terrans. Fungal bombing instantly eliminates any air army which seems too absurd to me. Can someone please explain to me why ITs are the issue and not what I mentioned above?

Vs terran that's true but vs Protoss fungal + parasitic bomb alone isn't even that good because Protoss uses mostly high HP capital ships in lategame. Current ITs absolutely hardcounter carriers though.


Honestly I’m fine with zerg having extremely good anti air as long as the zerg air units are counterable by what’s on the ground. The problem with the current meta is that the zerg air units can’t be contested in the air due to zergs anti air capability but also can’t be contested on the ground due to bls countering all ground units save ghosts and thors (poor toss has nothing to contest bls from the ground =( ). Which struggle vs the supporting ground units zerg has with thier army.

I do wonder if fixing bl infestor will Fix the overall ballance though. Nydus midgame is extremely strong but perhaps part of that is how hard other races have to lean into a kill them before they get thier strat and how predictable that makes them. Still I much prefer to see active games with lots of nydus aggression then the slow and agonizing bl infestor games.

That was/is the main issue people have. BLs in higher numbers can't be countered by Protoss ground. Fix this and then you can leave the rest

My biggest issue is that broodlings lock the units in place not only preventing the units from advancing, but also from retreating. It removes the ability to kite and be mobile with your units. I'd be totally down for units that could either crush or walk through broodlings (Colossus doesn't count because it can't hit air and is countered by corrupters). It's is really painful to watch a full army of Thors die because they can't run away or engage.

Thors need a stomp attack that one shots anything with a transport size of 1 that is within melee range. It could be an upgrade so that proxy Thor rushes weren't auto win in TvZ. Tanks should also be able to run over/crush units that a transport size of 1.

Immortals should be able to walk over things though probably no crushing.

To get this straight, thor rush, upgrade, mineral drop, where's your workers, mate? Cool
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Koivusto
Profile Blog Joined August 2013
Finland542 Posts
November 07 2019 08:48 GMT
#563
On November 07 2019 03:26 BisuDagger wrote:
Show nested quote +
On November 06 2019 17:45 deacon.frost wrote:
On November 06 2019 16:16 washikie wrote:
On November 06 2019 15:31 Charoisaur wrote:
On November 06 2019 08:49 BisuDagger wrote:
I always thought fungal+parasitic bomb was the issue withinvestors, not infested Terrans. Fungal bombing instantly eliminates any air army which seems too absurd to me. Can someone please explain to me why ITs are the issue and not what I mentioned above?

Vs terran that's true but vs Protoss fungal + parasitic bomb alone isn't even that good because Protoss uses mostly high HP capital ships in lategame. Current ITs absolutely hardcounter carriers though.


Honestly I’m fine with zerg having extremely good anti air as long as the zerg air units are counterable by what’s on the ground. The problem with the current meta is that the zerg air units can’t be contested in the air due to zergs anti air capability but also can’t be contested on the ground due to bls countering all ground units save ghosts and thors (poor toss has nothing to contest bls from the ground =( ). Which struggle vs the supporting ground units zerg has with thier army.

I do wonder if fixing bl infestor will Fix the overall ballance though. Nydus midgame is extremely strong but perhaps part of that is how hard other races have to lean into a kill them before they get thier strat and how predictable that makes them. Still I much prefer to see active games with lots of nydus aggression then the slow and agonizing bl infestor games.

That was/is the main issue people have. BLs in higher numbers can't be countered by Protoss ground. Fix this and then you can leave the rest

My biggest issue is that broodlings lock the units in place not only preventing the units from advancing, but also from retreating. It removes the ability to kite and be mobile with your units. I'd be totally down for units that could either crush or walk through broodlings (Colossus doesn't count because it can't hit air and is countered by corrupters). It's is really painful to watch a full army of Thors die because they can't run away or engage.

This is a really good point!
#1 Blitzcrank #Forever platinum toss --> current diamond Terran <3
plainsane
Profile Joined September 2010
Germany98 Posts
November 07 2019 10:35 GMT
#564
On November 06 2019 23:10 Nakajin wrote:

We also didn't get a final without a zerg since ST1 and did get 14/16 events with a zerg finalist including 4 zvz.
We also had 7 different zerg finalists, (Solar, soO, Scarlett, Serral, Reynor, Rogue, Dark) they can't all be beast.


soO never used any of the things that people list as imbalanced, no Nydus/SH or Infestor or BL
Scarlett was finalist in tournaments without heavy competition and lost to Neeb / Inno

Solar i am unsure, i guess he was peaking in the summer, but i consider him 2nd Tier

And yes, i consider Dark, Serral, Rogue and Reynor top tier players.

My point was that while there is a slight imbalance, and on top of that a bad map pool esp. for terran, it is a much smaller one than the balance whiners are trying to convey.

I think the patch proposals for Nydus are really good and will fix the SH/Nydus play, the leash fix on Blood Lords and the removal of Infested Terrans are good as well.
Those combined nerfs are pretty strong together, especially seeing that Mothership and Zealots get buffed for Toss and Thors will be more manageable vs BL for Terran.
I'm going, i'm going!
LHK
Profile Joined May 2015
204 Posts
November 07 2019 12:22 GMT
#565
Any news on when this patch will drop? Thought it'd be this week as they have traditionally done (tuesday post blizzcon)
-Laura
Archangelsc2l
Profile Blog Joined September 2015
Bulgaria24 Posts
November 07 2019 13:32 GMT
#566
my guess would be 28th November when the new season starts
gm [T] streamer: www.twitch.tv/wanderersc2
Hvvacha
Profile Joined April 2018
82 Posts
November 07 2019 13:43 GMT
#567
On November 07 2019 21:22 LHK wrote:
Any news on when this patch will drop? Thought it'd be this week as they have traditionally done (tuesday post blizzcon)


Once again, this is our first pass of changes for our post-BlizzCon update coming in late November. As with previous design updates, these changes are balanced towards being more noticeable; expect new changes to be added or some being removed as we progress through the testing period. Starting on Tuesday, you’ll be able to hop into the Testing Matchmaking queue and try out the changes. Be sure to let us know what you think. Good luck and have fun!
Lexender
Profile Joined September 2013
Mexico2661 Posts
November 07 2019 16:29 GMT
#568
On October 04 2019 05:16 Noocta wrote:
This game has become way too upgrade bloated. There's a design problem ? make a new upgrade ? Something too strong, too weak, upgrades there, upgrades everywhere.

Just compare how clean most of the Broodwar upgrades are compared to this.


Yes, +1 sight range for ghosts is very clearly a clean upgrade.
Harris1st
Profile Blog Joined May 2010
Germany7362 Posts
November 07 2019 16:52 GMT
#569
On November 08 2019 01:29 Lexender wrote:
Show nested quote +
On October 04 2019 05:16 Noocta wrote:
This game has become way too upgrade bloated. There's a design problem ? make a new upgrade ? Something too strong, too weak, upgrades there, upgrades everywhere.

Just compare how clean most of the Broodwar upgrades are compared to this.


Yes, +1 sight range for ghosts is very clearly a clean upgrade.


lol, didn't even remember that one.

But then I haven't followed BW in a long time. Are the Queen upgrades ever used? xD
Go Serral! GG EZ for Ence. Flashbang dance FTW
Brutaxilos
Profile Blog Joined July 2010
United States2633 Posts
November 07 2019 18:42 GMT
#570
Is it still worth it to stutter step stim bio vs chargelots now? Chargelots move the same speed as stim bio so wondering if it's counterintuitive and wasting APM to try to micro it.
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
InfCereal
Profile Joined December 2011
Canada1759 Posts
November 07 2019 19:42 GMT
#571
On November 08 2019 03:42 Brutaxilos wrote:
Is it still worth it to stutter step stim bio vs chargelots now? Chargelots move the same speed as stim bio so wondering if it's counterintuitive and wasting APM to try to micro it.


Zerglings are faster than marines and you still stutter step vs them.
Cereal
Brutaxilos
Profile Blog Joined July 2010
United States2633 Posts
November 07 2019 19:54 GMT
#572
On November 08 2019 04:42 InfCereal wrote:
Show nested quote +
On November 08 2019 03:42 Brutaxilos wrote:
Is it still worth it to stutter step stim bio vs chargelots now? Chargelots move the same speed as stim bio so wondering if it's counterintuitive and wasting APM to try to micro it.


Zerglings are faster than marines and you still stutter step vs them.

Isn't this more to not get surrounded/retreat to mines or tanks tho? I feel like if there are enough chargelots to surround the bio army then it's already probably a lost battle?
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
BisuDagger
Profile Blog Joined October 2009
Bisutopia19382 Posts
November 07 2019 23:31 GMT
#573
On November 08 2019 04:54 Brutaxilos wrote:
Show nested quote +
On November 08 2019 04:42 InfCereal wrote:
On November 08 2019 03:42 Brutaxilos wrote:
Is it still worth it to stutter step stim bio vs chargelots now? Chargelots move the same speed as stim bio so wondering if it's counterintuitive and wasting APM to try to micro it.


Zerglings are faster than marines and you still stutter step vs them.

Isn't this more to not get surrounded/retreat to mines or tanks tho? I feel like if there are enough chargelots to surround the bio army then it's already probably a lost battle?

I think this is where the role of marauders fits in. You can slow and kite a handful of zealots with concussive shell far more effectively then zerglings.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Moonerz
Profile Joined March 2014
United States467 Posts
November 08 2019 00:16 GMT
#574
Don't know if maybe I'm going crazy but it seems like in the past year or so, a lot of units have had their speed increased.
ElMeanYo
Profile Joined March 2011
United States1032 Posts
November 08 2019 00:17 GMT
#575
For swarmhosts I heard this idea awhile back and I thought it had potential:
- Remove Locusts
- Give SH a Dark Swarm that hovers over their position when burrowed.
- Adjust cost, supply to balance.

This gives Zerg a defensive unit vs mass air that they need instead of that rather lame new infestor spell, plus removes the free units problem.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2019-11-08 06:52:15
November 08 2019 00:22 GMT
#576
On November 08 2019 04:54 Brutaxilos wrote:
Show nested quote +
On November 08 2019 04:42 InfCereal wrote:
On November 08 2019 03:42 Brutaxilos wrote:
Is it still worth it to stutter step stim bio vs chargelots now? Chargelots move the same speed as stim bio so wondering if it's counterintuitive and wasting APM to try to micro it.


Zerglings are faster than marines and you still stutter step vs them.

Isn't this more to not get surrounded/retreat to mines or tanks tho? I feel like if there are enough chargelots to surround the bio army then it's already probably a lost battle?


Although that’s a benefit theirs a lot of other benefits to stutter stepping vs melee or low range units even if they move fast. Even though they will inevitably close the gap on you, by kiting you are still buying more time where your ranged units are dealing damage and thier units aren’t. In addition stutter stepping will limit the surface area that the melee units have until they can get a surround. Their is a lot of value added by stutter stepping and even more can be gained by knowing when to clump up and stutter and when to spread out and reduce aoe dmg.
"when life gives Hero lemons he makes carriers" -Artosis
ThunderJunk
Profile Joined December 2015
United States741 Posts
Last Edited: 2019-11-08 00:42:31
November 08 2019 00:42 GMT
#577
On November 07 2019 22:43 Hvvacha wrote:
Show nested quote +
On November 07 2019 21:22 LHK wrote:
Any news on when this patch will drop? Thought it'd be this week as they have traditionally done (tuesday post blizzcon)


Once again, this is our first pass of changes for our post-BlizzCon update coming in late November. As with previous design updates, these changes are balanced towards being more noticeable; expect new changes to be added or some being removed as we progress through the testing period. Starting on Tuesday, you’ll be able to hop into the Testing Matchmaking queue and try out the changes. Be sure to let us know what you think. Good luck and have fun!


Does this mean we won't get the new patch landing before Homestory Cup?
I am free because I know that I alone am morally responsible for everything I do.
Athenau
Profile Joined March 2015
589 Posts
November 08 2019 01:56 GMT
#578
On November 08 2019 09:42 ThunderJunk wrote:
Show nested quote +
On November 07 2019 22:43 Hvvacha wrote:
On November 07 2019 21:22 LHK wrote:
Any news on when this patch will drop? Thought it'd be this week as they have traditionally done (tuesday post blizzcon)


Once again, this is our first pass of changes for our post-BlizzCon update coming in late November. As with previous design updates, these changes are balanced towards being more noticeable; expect new changes to be added or some being removed as we progress through the testing period. Starting on Tuesday, you’ll be able to hop into the Testing Matchmaking queue and try out the changes. Be sure to let us know what you think. Good luck and have fun!


Does this mean we won't get the new patch landing before Homestory Cup?


Homestory Cup will on the test-mod if the update hasn't landed by then.
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
November 08 2019 08:12 GMT
#579
On November 08 2019 09:16 Moonerz wrote:
Don't know if maybe I'm going crazy but it seems like in the past year or so, a lot of units have had their speed increased.

More things are getting faster than slower in this game over the time.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
hiroshOne
Profile Joined October 2015
Poland425 Posts
November 08 2019 12:23 GMT
#580
So basically with that changes Zerg has no counter to mass air from Protoss? Ahaha this new spell instead of Infested Terrans is soooo useless. How is this possible to lack imagination so much to not see that Zerg is dead vs Mass Carriers instant? OMG they are so clueless...Zerg struggling with antiair- lets take them away lategama antiair.

I bet u will say, that u can spam this spell and clumb ip some Hudras under it. Well hello Psi Storm...Ahaha it is so funny...
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