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Blizz: Proposed changes for post-BlizzCon patch 2019

Forum Index > SC2 General
642 CommentsPost a Reply
1 28 29 30 31 32 33 All last
sneakyfox
Profile Joined January 2017
8216 Posts
November 14 2019 20:44 GMT
#624
On November 15 2019 05:20 Slydie wrote:
The OP should be updated again:
https://tl.net/forum/starcraft-2/551651-blizz-proposed-changes-for-post-blizzcon-patch-2019?page=32


Wrong link, here it is: https://starcraft2.com/en-us/news/23223600
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
geokilla
Profile Joined May 2011
Canada8245 Posts
November 14 2019 21:44 GMT
#625
So many upgrades.... The game is gonna get weird.
egrimm
Profile Joined September 2011
Poland1199 Posts
November 14 2019 22:59 GMT
#626
I am slowly getting more positive about the upcoming changes.
Most seam at least reasonable even if do not nail down the issues exactly.
However I am also not keen on adding more upgrades to the game as there is already a bit too many of them - some "clean up" would be nice.
Also I do not like Adept change, seems really circumstancial.
Maybe instead of increasing attack speed add bouncing attack (similar to mutalisk) ?
And if they want to differentiate Adept from zealot further they should make Adept more nimble:
Increase movement speed, decrease attack delay, reduce health/shields etc.
sOs TY PartinG
Drfilip
Profile Joined March 2013
Sweden592 Posts
November 14 2019 23:43 GMT
#627
On November 15 2019 07:59 egrimm wrote:
However I am also not keen on adding more upgrades to the game as there is already a bit too many of them - some "clean up" would be nice.

I am of the opposite side. The upgrades will make playstyles even more impactful. You will mold your military according to your wishes and it will be stronger as the games go on, making early game more pronounced.
Random Platinum EU
JesSaves
Profile Joined November 2019
1 Post
November 17 2019 13:42 GMT
#628
What do you think about an idea to change Nydus Network so it (main building) would take damage when Nydus Worm is destroyed? I think an appropriate amount is about 25%(maybe more) of network's HP per 1 worm. So zerg could create only 4 sequential Nydus Worms if every previous worm is destroyed by an enemy.

Logically it makes sence since Nydus Worm and Nydus Network is the same biological organism, so cutting off one head damages the main body.

What main essences stay behind this idea:
- To make Nydus meta play less reckless for zerg player. So Zerg has to estimate risks of creating Nydus worm right infront of enemy army. I think it will make Nydus net more as a strategical tool. Aslo multiple worms become more risky in general. Zerg can great as many exits as he wants, but an opponent can destroy whole network after 4 worms have been found and killed
- It will force Queen's Transfusion + Nydus Network interaction. In order to maintain Nydus Network beeing alive zerg has to use more transfusions behind the scene but not on the battlefield. Also it will make nydus strategy more APM consuming. 25% of nydus network HP = 212.5, so zerg has to make 2 transfusions (and plus some time) to cover the damage after 1 dead worm.
- Potentially we (as viewers) could watch more breathtaking gameplay moments when zerg army gets trapped on enemy base and die (or not), or even when zerg-player lose his army because of whole Network get destroyed.
- If enemy player sees 5th sequential Nydus worm after killing four previous in short time he will know that zerg is investing additional resources into Nydus strategy. Additional potential for mindgames.
- If zerg waits enough he will be able to create more Nydus worms thanks to zerg's regeneration.
BerserkSword
Profile Joined December 2018
United States2123 Posts
November 17 2019 16:34 GMT
#629
On November 12 2019 09:40 Slydie wrote:
Show nested quote +
On November 12 2019 08:09 deacon.frost wrote:
On November 12 2019 08:02 Slydie wrote:
There was some debate about the Adept change on BeastyQT's stream today. He did not like the proposed change as it can be considered a nerf compared to how the unit works currently. However, I do understand why they want to focus more on the shade ability:

-It makes it feel more different from the Zealot, a unit it overlaps with a lot.
-To have the most DPS out of your adepts, you will have to shade constantly, even in fights, which is cool imo, and it increases the skillcap of the unit.
-Players will find ways to abuse the increased burst damage, obviusly for harassment, but also for flanking and sniping important units during fights.

I don't thing it is meant as a balance change but rather a way to make the unit more interresting. It reminds me of the "critical strike when leaving cloak" abilities we know from games like WC3 and mobas.

At the same time we're getting to
1) You need to more control speedlots
2) You need to more control adepts

3) Blink
4) FF
5) WP + immortal juggling
6) Storm
(we can continue)

Do you see the trend and where am I going? This isn't very healthy IMO compared to the other armies. While the meme of the a-move to victory is funny one the longer the game goes the more control heavy Protoss is with constant addition of some micro helpers.

(Both #1 and #2 are added right now)


Did you ever try microing 2 drops while sieging forward with mines and liberators, emping with ghosts and stim/kiting bio? It is humanly impossible of course. Increasing the skill cap of Toss is completely fine imo. You will get used to it!


All of that is fine and all but it is not as difficult as Protoss micro as it stands right now.

One thing you are also not taking into account that micro doesn’t mean nearly as much when there is such pitiful dps. Protoss units have such pitiful DPS! Including the new zealot. So while you can micro to get that juicy flank the zealots will just bounce off an MMM ball. It’s absurd.
TL+ Member
Carminedust
Profile Joined October 2014
487 Posts
November 17 2019 16:45 GMT
#630
cant wait for blinding cloud and whatever that infestor cloud thing is called to stack so nothing dies from air or ground as ultras eat away at everything on the ground
Maybe was Zoun only Fan before he retired idk
BerserkSword
Profile Joined December 2018
United States2123 Posts
Last Edited: 2019-11-17 16:51:25
November 17 2019 16:50 GMT
#631
On November 18 2019 01:45 Carminedust wrote:
cant wait for blinding cloud and whatever that infestor cloud thing is called to stack so nothing dies from air or ground as ultras eat away at everything on the ground


Ultras will still be garbage. Disruptors, ghost snipe still work. Heavy hitters like Thors (which can already beat ultra 1v1), immortal, and archon still can do damage to ultras. good luck trying to catch stim marauders under a blinding cloud
TL+ Member
FFgringo
Profile Joined December 2015
44 Posts
Last Edited: 2019-11-18 16:05:53
November 18 2019 16:04 GMT
#632
On November 18 2019 01:45 Carminedust wrote:
cant wait for blinding cloud and whatever that infestor cloud thing is called to stack so nothing dies from air or ground as ultras eat away at everything on the ground


Does the microbial shroud stack??

Edit: oh ok you mean stacking shroud and blinding cloud. Sorry.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
November 19 2019 00:01 GMT
#633
Colossus get a range upgrade, lurkers get a range upgrade, siege tanks should get a range upgrade too.
[url]http://i.imgur.com/lw2yN.jpg[/url]
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2019-11-19 00:48:00
November 19 2019 00:45 GMT
#634
On November 15 2019 07:59 egrimm wrote:
I am slowly getting more positive about the upcoming changes.
Most seam at least reasonable even if do not nail down the issues exactly.
However I am also not keen on adding more upgrades to the game as there is already a bit too many of them - some "clean up" would be nice.
Also I do not like Adept change, seems really circumstancial.
Maybe instead of increasing attack speed add bouncing attack (similar to mutalisk) ?
And if they want to differentiate Adept from zealot further they should make Adept more nimble:
Increase movement speed, decrease attack delay, reduce health/shields etc.


As long as an upgrade is not unbalanced I’m totally fine with it being in the game. It doesn’t hurt anything and it allows cool niche strategies to be used from time to time like recently when classic went blink dts. Or when Gumiho goes speed banshees. Sometimes niche upgrades take a long time to find thier uses but eventually do like burrow roaches (which had to be nerfed for zvz) My only problem with upgrades is if they are to strong or force another race to play a very specific way. Take khadrian amulet,blink back in the hots blink meta, blue flame in its first iteration, 75/75 overlord speed ect.
"when life gives Hero lemons he makes carriers" -Artosis
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2019-11-19 00:59:32
November 19 2019 00:49 GMT
#635
On November 19 2019 09:01 Loccstana wrote:
Colossus get a range upgrade, lurkers get a range upgrade, siege tanks should get a range upgrade too.


As some one who plays both Zerg and Terran in masters I think that could make tvt and zvt unpleasant

if it was only +1 range maybe. but it would need to cost a lot and be gated behind fusion core or something. I guess you could play with it to not make turtle mech insufferable. You just don’t want it to be so strong that nothing can contest tanks on the ground. No mandatory air game is preferable. I wouldnt mind tanks getting some love vs toss though to make them scale a bit better. The removal of charge dmg on hit does help here since it means that terran’s frontline won’t die quite as fast maybe you get 1 extra tank shot volley now.
"when life gives Hero lemons he makes carriers" -Artosis
Charoisaur
Profile Joined August 2014
Germany16055 Posts
November 21 2019 14:39 GMT
#636
On November 19 2019 09:49 washikie wrote:
Show nested quote +
On November 19 2019 09:01 Loccstana wrote:
Colossus get a range upgrade, lurkers get a range upgrade, siege tanks should get a range upgrade too.


As some one who plays both Zerg and Terran in masters I think that could make tvt and zvt unpleasant

if it was only +1 range maybe. but it would need to cost a lot and be gated behind fusion core or something. I guess you could play with it to not make turtle mech insufferable. You just don’t want it to be so strong that nothing can contest tanks on the ground. No mandatory air game is preferable. I wouldnt mind tanks getting some love vs toss though to make them scale a bit better. The removal of charge dmg on hit does help here since it means that terran’s frontline won’t die quite as fast maybe you get 1 extra tank shot volley now.

Disagree - positional units should be strong.
The upgrade should increase range by 5 (up to 18) and cost 50/50 on the techlab.
Many of the coolest moments in sc2 happen due to worker harassment
WombaT
Profile Blog Joined May 2010
Northern Ireland26307 Posts
November 21 2019 15:00 GMT
#637
On November 21 2019 23:39 Charoisaur wrote:
Show nested quote +
On November 19 2019 09:49 washikie wrote:
On November 19 2019 09:01 Loccstana wrote:
Colossus get a range upgrade, lurkers get a range upgrade, siege tanks should get a range upgrade too.


As some one who plays both Zerg and Terran in masters I think that could make tvt and zvt unpleasant

if it was only +1 range maybe. but it would need to cost a lot and be gated behind fusion core or something. I guess you could play with it to not make turtle mech insufferable. You just don’t want it to be so strong that nothing can contest tanks on the ground. No mandatory air game is preferable. I wouldnt mind tanks getting some love vs toss though to make them scale a bit better. The removal of charge dmg on hit does help here since it means that terran’s frontline won’t die quite as fast maybe you get 1 extra tank shot volley now.

Disagree - positional units should be strong.
The upgrade should increase range by 5 (up to 18) and cost 50/50 on the techlab.

*Shudders*

I think Blizz botched the tank, it was a perfect RTS unit. Long range with a deploy period that gives it a definable strength and weakness. Does splash and friendly fire so lots of soft countermeasures too.

Not only do units exist that can A-move into tank lines, spells exist that can yoink tanks, we now have a bunch of units that even out range tanks too, without the other drawbacks tanks have in mobility and positioning.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
AntiHack
Profile Joined January 2009
Switzerland553 Posts
Last Edited: 2019-11-21 17:09:44
November 21 2019 15:30 GMT
#638
On November 08 2019 01:52 Harris1st wrote:
Show nested quote +
On November 08 2019 01:29 Lexender wrote:
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

Yes, queen is a solid pvt meta now, but even if it wasn't... unused units doesn't equal balance or imbalance.
"I am very tired of your grammar errors" - Zoler[MB]
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 21 2019 17:04 GMT
#639
On November 22 2019 00:30 AntiHack wrote:
Show nested quote +
On November 08 2019 01:52 Harris1st wrote:
On November 08 2019 01:29 Lexender wrote:
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

Yes, queen is a solid pvt meta now, but even if it wasn't... unused units doesn't equeal balance or imbalance.

Which wasn't the claim, but thank you for your valuable input.
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 |
AntiHack
Profile Joined January 2009
Switzerland553 Posts
November 21 2019 17:12 GMT
#640
On November 22 2019 02:04 The_Red_Viper wrote:
Show nested quote +
On November 22 2019 00:30 AntiHack wrote:
On November 08 2019 01:52 Harris1st wrote:
On November 08 2019 01:29 Lexender wrote:
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

Yes, queen is a solid pvt meta now, but even if it wasn't... unused units doesn't equeal balance or imbalance.

Which wasn't the claim, but thank you for your valuable input.

It's more of a message to the scout, ghost, queen whiners that always talk about those units in terms of balance.
"I am very tired of your grammar errors" - Zoler[MB]
ThunderJunk
Profile Joined December 2015
United States726 Posts
Last Edited: 2019-11-21 21:17:27
November 21 2019 21:09 GMT
#641
[EDIT] Never mind. I love this game. No notes.
I am free because I know that I alone am morally responsible for everything I do.
RandomPlayer416
Profile Joined January 2019
84 Posts
Last Edited: 2019-11-22 00:08:49
November 22 2019 00:02 GMT
#642
Hopefully someone can help me solve an issue here as this is the most active thread and I dont want to make a new one.

For some reason there is no sound on my bluetooth headset once I load SC2. Loading the game literally kills my headset. No starcraft sounds and no background music from itunes / youtube. If anyone has an idea of what makes this happen it would help me a lot.

And ya I tried to contact Blizzard to ask but of course I got no response.

edit:

Nevermind figured out
Lexender
Profile Joined September 2013
Mexico2656 Posts
November 22 2019 03:33 GMT
#643
On November 19 2019 09:49 washikie wrote:
Show nested quote +
On November 19 2019 09:01 Loccstana wrote:
Colossus get a range upgrade, lurkers get a range upgrade, siege tanks should get a range upgrade too.


As some one who plays both Zerg and Terran in masters I think that could make tvt and zvt unpleasant

if it was only +1 range maybe. but it would need to cost a lot and be gated behind fusion core or something. I guess you could play with it to not make turtle mech insufferable. You just don’t want it to be so strong that nothing can contest tanks on the ground. No mandatory air game is preferable. I wouldnt mind tanks getting some love vs toss though to make them scale a bit better. The removal of charge dmg on hit does help here since it means that terran’s frontline won’t die quite as fast maybe you get 1 extra tank shot volley now.


Tanks dont make turtle mech a thing, you need something to tech into, ravens are no longer massable and while BCs are not bad they aren't an ultimate lategame army (specially after the nerf).
Just the economy changes we got in LotV make turtle mech not a thing anymore.
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