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StarCraft II Balance Update - November 14, 2019 - Page 11

Forum Index > SC2 General
204 CommentsPost a Reply
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franzji
Profile Joined September 2013
United States583 Posts
Last Edited: 2019-11-26 18:55:32
November 26 2019 18:36 GMT
#201
yoinks yoinks yoinks yoinks

I would like for Blizzard to make the late game fights a little more like "fights" instead of zerg outlasting and picking off units for 10 minutes until they win. The High Templar nerf should be undone.
Tyrhanius
Profile Joined April 2011
France947 Posts
November 26 2019 18:47 GMT
#202
On November 27 2019 03:36 youngjiddle wrote:
yoinks yoinks yoinks yoinks

I would like for Blizzard to make the late game fights a little more like "flights" instead of zerg outlasting and picking off units for 10 minutes until they win. The High Templar nerf should be undone.

Yeah rework the carriers, there are OP, no skill and boring.

User was warned for this post.
Legan
Profile Joined June 2017
Finland577 Posts
November 26 2019 19:29 GMT
#203
I feel that problem with current situation with patch is that Zerg wasn't forced to change their late game even with significant nerfs or given actually alternative composition to use. Same think happened with Terran and Protoss too to some extend. Thus, currently Zerg plays the same with nerfed units while benefiting from existing recent experience of playing the same way and Protoss plays with same units but is still not adjusted to play more "aggressive" against nerfed Zerg, because of having learned to play in boundaries set by previous version of Zerg late game. Even while knowing situation has changed they can not yet use it to their benefit without feeling that they are playing too risky. Maybe things will change as players adjust better to the patch and maybe Zerg even start to struggle because not seeing clear direction where to take their late game.

Also, I feel that there probably should be some dedicated late game ground-to-air units for all races, like siege tank, liberator or disruptor that can only attack air units. These could give ground units way to zone out and deal with air units by themselves. In theory, if you could destroy these units from enemy's army, then your air units could come to clean up rest of enemy units.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
batatm
Profile Joined June 2014
Israel116 Posts
December 02 2019 16:25 GMT
#204
On November 27 2019 04:29 Legan wrote:
I feel that problem with current situation with patch is that Zerg wasn't forced to change their late game even with significant nerfs or given actually alternative composition to use. Same think happened with Terran and Protoss too to some extend. Thus, currently Zerg plays the same with nerfed units while benefiting from existing recent experience of playing the same way and Protoss plays with same units but is still not adjusted to play more "aggressive" against nerfed Zerg, because of having learned to play in boundaries set by previous version of Zerg late game. Even while knowing situation has changed they can not yet use it to their benefit without feeling that they are playing too risky. Maybe things will change as players adjust better to the patch and maybe Zerg even start to struggle because not seeing clear direction where to take their late game.

Also, I feel that there probably should be some dedicated late game ground-to-air units for all races, like siege tank, liberator or disruptor that can only attack air units. These could give ground units way to zone out and deal with air units by themselves. In theory, if you could destroy these units from enemy's army, then your air units could come to clean up rest of enemy units.

ground to air only units is a bad idea imo since they will be too situational.
besides, i would argue that this role- long range strategic anti air, is already occupied:
thor for T, tempest for P, viper (abduct) for Z.
samchan1331
Profile Joined May 2012
17 Posts
December 02 2019 17:06 GMT
#205
On November 26 2019 08:10 Snakestyle11 wrote:
Late game ZvP will never be 100% balanced. If vipers are strong enough, zerg can in theory slowly abduct expensive units one by one all game,

If vipers are weaker and protoss can theorically always feedback them, then zerg has no answer to protoss late game.( You cant attack skytoss headon with corruptor broodlords).

As long as game is balanced around abduct, zerg late game ZvP will always be too strong or too weak. Same for neural in ZvT really.

Zerg high tech unit design is complete trash. Broodlords are way way too slow for todays maps, cant attack air, need support, and are just the most boring unit in the game. BCS can teleport, shoot while moving, yamato. Tempests are fast and can recall, carriers can recall and attack ground and air... There is no unit that forces deathballing more than broodlords.

Ultralisks also cant attack air, are a melee a-move only unit withj no abilities and are also very trash on their own. They only are useful against terran bio(a small part of one of the 3 races) what a trash unit. Also why is it that most zerg unit cant attack air? Its true at all tiers.

Corruptors, also a super boring unit that has huge weaknesses.

Zerg right now is balanced around infestors/vipers and have been for years. Without those, broodlords are actually terrible.

Abduct is terrible design, neural is also impossible to balance. Those two probably cant stay in the game and zerg late game needs a big overhaul.


For now, I promise you will miss broodlord infestor. What is about to come is much worse.

Because zerg optimal gameplay will soon be mass queens into hydra lurker spore turtle with mass static D and vipers abducting everything into spores/lurkers. In every single matchup.

This is very insightful.
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