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StarCraft II Balance Update - November 14, 2019 - Page 2

Forum Index > SC2 General
204 CommentsPost a Reply
Prev 1 2 3 4 5 9 10 11 Next All
Haukinger
Profile Joined June 2012
Germany131 Posts
November 15 2019 20:33 GMT
#21
On November 16 2019 04:42 Harris1st wrote:
Show nested quote +
On November 16 2019 02:58 geokilla wrote:
Lurker change is weird. It makes no sense that the spines would be melee range. Isn't the Lurker attack meant to always shoot at maximum range?


Well the spells effect is that you only attack at melee range, so it's consistent. And making exceptions based on "lore" is making it harder to balance


Tell that to Hellions, Hellbats, High Templars, Ghosts...
Riquiz
Profile Joined June 2011
Netherlands402 Posts
November 15 2019 22:49 GMT
#22
Kinda sad to see this many nerfs to zerg, with nothing to be excited about, in return

Hope it will be a better game for it though.
Caster man does casting on yt/RiquizCasts
Lexender
Profile Joined September 2013
Mexico2656 Posts
November 15 2019 23:13 GMT
#23
On November 16 2019 05:33 Haukinger wrote:
Show nested quote +
On November 16 2019 04:42 Harris1st wrote:
On November 16 2019 02:58 geokilla wrote:
Lurker change is weird. It makes no sense that the spines would be melee range. Isn't the Lurker attack meant to always shoot at maximum range?


Well the spells effect is that you only attack at melee range, so it's consistent. And making exceptions based on "lore" is making it harder to balance


Tell that to Hellions, Hellbats, High Templars, Ghosts...


Spells aren't attacks, other wise I can see the same change being made to them (altough I'm not sure it will be as impactful)
Miralem Ibrahim
Profile Joined April 2019
40 Posts
November 15 2019 23:16 GMT
#24
Am I the only one who is disappointed by those changes? Like...

terran's change for most of them look like more like "quality of life" changes than actual real changes that change the gameplay of the race? We will see but it really look like it

Majority of Zerg changes are just straight up nerfs with the exception of infested terran (witch is big I admit it) but for the rest ....

Protoss changes really look like change but why did they keep the Observer change?

I don't know but this patch doesn't make me excited for next year personally.
batatm
Profile Joined June 2014
Israel116 Posts
November 15 2019 23:24 GMT
#25
On November 16 2019 04:33 FFW_Rude wrote:
Show nested quote +
On November 16 2019 03:35 batatm wrote:
balance aside, terran and protoss got a bunch of changes while zerg has a long list of nerfs and a +1 range lurker.


Have you seen Zerg lately ?

that's why i said BALANCE ASIDE, this is about the feeling of freshmess the patch brings to the game.
terran and protoss meet this criteria with several changes that opens up several new possible comps/build orders,
but for zerg it's hardly the case when all they got are nerfs and 2 hive upgrades.

to put it in other words, the changes to protoss and terran are exciting to test and play around with,
but there's not much to tinker with for zerg.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2019-11-16 01:11:18
November 16 2019 01:01 GMT
#26
I just played against a 4.7k zerg on NA and i was so baffled by how bad adepts are now. I held an early ling push, and couldn't do much damage with a counter attack of glaive adepts because... u have to actually shade to fight with them now... which of course... is terrible vs ling openings... soo.... I'm wondering if forge+speed like BW is how we're gonna have to play openers in PvZ now?

I haven't actually tried it yet, but, assuming zealots and lings interact well at their respective speeds, that is much better ideally, but.. as of right now's meta... im a bit worried about P openers based on what we need to defend at each stage.

Either way, hope to see some great new builds, this is definitely a hugeee change to the meta that people might not be really thinking about yet. Gonna look forward to the builds at HSC

edit: also as other are posting, i still dunno wtf they're doing with observers :D...
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Aesto
Profile Joined September 2014
44 Posts
November 16 2019 01:05 GMT
#27
Aside from the Observer change and the utterly asinine reasoning behind it (I recall Artosis saying on In Depth that this change was never ever going to happen...), those changes look pretty reasonable.

As for Infested Terrans being a "historic" unit: What is that even supposed to mean? From a gameplay point of view, they were utterly trash in WoL and HotS. They weren't even good against the units they were supposed to counter. So there's nothing historic about that.

And as far as the lore goes, Infested Terrans have existed before Infestors, and that relationship never really made any sense anyway. A spellcaster "spawning" a unit possibly infinitely, even though it is made from a finite resource (infested humans)? That shows in the campaign, where, even in SC2, Infested Terrans usually exist independently of Infestors.
JJH777
Profile Joined January 2011
United States4418 Posts
November 16 2019 01:21 GMT
#28
On November 16 2019 08:24 batatm wrote:
Show nested quote +
On November 16 2019 04:33 FFW_Rude wrote:
On November 16 2019 03:35 batatm wrote:
balance aside, terran and protoss got a bunch of changes while zerg has a long list of nerfs and a +1 range lurker.


Have you seen Zerg lately ?

that's why i said BALANCE ASIDE, this is about the feeling of freshmess the patch brings to the game.
terran and protoss meet this criteria with several changes that opens up several new possible comps/build orders,
but for zerg it's hardly the case when all they got are nerfs and 2 hive upgrades.

to put it in other words, the changes to protoss and terran are exciting to test and play around with,
but there's not much to tinker with for zerg.


Pretty much every Zerg unit already had a clear place in the game and was used frequently. The only Zerg unit you could really argue was under utilized was the lurker and that got buffed. Change purely for the sake of change is pointless and bad for the game. Zerg already had by far the most variety in terms of compositions and gameplay styles.
WombaT
Profile Blog Joined May 2010
Northern Ireland26912 Posts
November 16 2019 03:15 GMT
#29
On November 16 2019 10:21 JJH777 wrote:
Show nested quote +
On November 16 2019 08:24 batatm wrote:
On November 16 2019 04:33 FFW_Rude wrote:
On November 16 2019 03:35 batatm wrote:
balance aside, terran and protoss got a bunch of changes while zerg has a long list of nerfs and a +1 range lurker.


Have you seen Zerg lately ?

that's why i said BALANCE ASIDE, this is about the feeling of freshmess the patch brings to the game.
terran and protoss meet this criteria with several changes that opens up several new possible comps/build orders,
but for zerg it's hardly the case when all they got are nerfs and 2 hive upgrades.

to put it in other words, the changes to protoss and terran are exciting to test and play around with,
but there's not much to tinker with for zerg.


Pretty much every Zerg unit already had a clear place in the game and was used frequently. The only Zerg unit you could really argue was under utilized was the lurker and that got buffed. Change purely for the sake of change is pointless and bad for the game. Zerg already had by far the most variety in terms of compositions and gameplay styles.

Well it’s not purely for the sake of change, it’s for a reason.

Lurkers are good units, getting a bit of a buff while other things are nerfed. They’re not used much in non ZvZ not because they’re bad units but because Zerg have way better options.

BL/Infestor is shit, hell Infestors as potent and catch-all as they are currently is shit, basically everyone hates it. If Zerg plays as strong but differently basically the entire community is down with that.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Dedraterllaerau
Profile Joined May 2019
113 Posts
November 16 2019 04:31 GMT
#30
On November 16 2019 03:37 Charoisaur wrote:
Show nested quote +
On November 16 2019 02:32 StarscreamG1 wrote:
Please don't remove the Infested Terrans, it's an historic unit.
Disclaimer: I'm a Protoss player that usually whines about Zerg.

agreed, new ability looks super situational and gimmicky.
Infested terran was a beautifully designed ability that led to many exciting moments. It was just a little overtuned on the recent patch. Disappointed they go for the nuke option.



I'm happy they nuked it, units for energy doesn't belong in this game.
91matt
Profile Joined March 2013
United Kingdom147 Posts
Last Edited: 2019-11-16 05:53:51
November 16 2019 05:53 GMT
#31
On November 16 2019 12:15 Wombat_NI wrote:
Show nested quote +
On November 16 2019 10:21 JJH777 wrote:
On November 16 2019 08:24 batatm wrote:
On November 16 2019 04:33 FFW_Rude wrote:
On November 16 2019 03:35 batatm wrote:
balance aside, terran and protoss got a bunch of changes while zerg has a long list of nerfs and a +1 range lurker.


Have you seen Zerg lately ?

that's why i said BALANCE ASIDE, this is about the feeling of freshmess the patch brings to the game.
terran and protoss meet this criteria with several changes that opens up several new possible comps/build orders,
but for zerg it's hardly the case when all they got are nerfs and 2 hive upgrades.

to put it in other words, the changes to protoss and terran are exciting to test and play around with,
but there's not much to tinker with for zerg.


Pretty much every Zerg unit already had a clear place in the game and was used frequently. The only Zerg unit you could really argue was under utilized was the lurker and that got buffed. Change purely for the sake of change is pointless and bad for the game. Zerg already had by far the most variety in terms of compositions and gameplay styles.

Well it’s not purely for the sake of change, it’s for a reason.

Lurkers are good units, getting a bit of a buff while other things are nerfed. They’re not used much in non ZvZ not because they’re bad units but because Zerg have way better options.

BL/Infestor is shit, hell Infestors as potent and catch-all as they are currently is shit, basically everyone hates it. If Zerg plays as strong but differently basically the entire community is down with that.


Lurkers are kind of a bad unit tho, they are niche af
hiroshOne
Profile Joined October 2015
Poland425 Posts
November 16 2019 07:36 GMT
#32
But the alternative they propose to Zerg means this race will be raped in lategame. +1 Lurkers won't cut it without proper lategame antiair. Especially hiw Protoss air has been buffed with VoidRays. Corruptors will do shit, and this new spell from Infestor is just a gimick. Destroying balance in other way is not fixing anything.
Ultima Ratio Regum
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2019-11-16 07:42:36
November 16 2019 07:36 GMT
#33
On November 16 2019 08:16 Miralem Ibrahim wrote:
Am I the only one who is disappointed by those changes? Like...

terran's change for most of them look like more like "quality of life" changes than actual real changes that change the gameplay of the race? We will see but it really look like it

Majority of Zerg changes are just straight up nerfs with the exception of infested terran (witch is big I admit it) but for the rest ....

Protoss changes really look like change but why did they keep the Observer change?

I don't know but this patch doesn't make me excited for next year personally.


Some of these things for Terran are more important then they look. I’m really interested to see how the faster but weeker lib range pans out. Having an upgrade moved off the tech lab for a reactored unit is a really big deal for Terran. I’m also interested to see how impactful the blue flame change is, now that it’s cheaper it will make mech and specifically battle mech better since you can now afford a weapon upgrade 2 factories and battle mech units where before you had to cut and the cut that was made was almost always blue flame since it scales really poorly compared to other options. The zealot change can also be considered a change for Terran because of impactful it is for mech and also mech heavy bio. The thor effectively got a dps increase since it will be significantly less deeply and spend a lot less time trying to determine what to shoot at. Also depending on how late game shakes out tvz might evolve to the point that Terran can use reactionary deffensive gameplans because lategame is winnable.

Overall it’s an interesting set of changes that shakes things up for every race while not wrocking the boat to hard.
"when life gives Hero lemons he makes carriers" -Artosis
scbwsc2
Profile Joined November 2015
5 Posts
November 16 2019 08:24 GMT
#34
On November 16 2019 03:37 Charoisaur wrote:
Show nested quote +
On November 16 2019 02:32 StarscreamG1 wrote:
Please don't remove the Infested Terrans, it's an historic unit.
Disclaimer: I'm a Protoss player that usually whines about Zerg.

agreed, new ability looks super situational and gimmicky.
Infested terran was a beautifully designed ability that led to many exciting moments. It was just a little overtuned on the recent patch. Disappointed they go for the nuke option.


I agree that they shouldn't have completely eliminate the unit. But as it was, it was way too powerful and spammable and ruined late game pvz and tvz. They were definitely going to have to radically change the unit one way or another.
nimdil
Profile Blog Joined January 2011
Poland3763 Posts
November 16 2019 09:09 GMT
#35
On November 16 2019 04:42 Harris1st wrote:
Show nested quote +
On November 16 2019 02:58 geokilla wrote:
Lurker change is weird. It makes no sense that the spines would be melee range. Isn't the Lurker attack meant to always shoot at maximum range?


Well the spells effect is that you only attack at melee range, so it's consistent. And making exceptions based on "lore" is making it harder to balance

If you ignore lore for the sake of balance, you ignore gamers in general in favor of hardcore gamers, I think. I guess that's where sc2 is these days.
Lucasmus
Profile Joined September 2015
35 Posts
November 16 2019 09:54 GMT
#36
Lorewise you could argue that a blinded Lurker wouldn't shoot at max range, because it can't determine whether it would hit friendly units or not.

Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units?
Cyro
Profile Blog Joined June 2011
United Kingdom20328 Posts
November 16 2019 11:40 GMT
#37
The thor effectively got a dps increase since it will be significantly less deeply and spend a lot less time trying to determine what to shoot at.


It has less overkill, 20% more raw DPS and will be less derpy.

Some loss of alpha strike damage but overall i'm treating it as a substantial buff.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4522 Posts
November 16 2019 12:27 GMT
#38
Considering this is an end of the year big patch the changes are really underwhelming. I get that zerg needed nerfs, but none of the gameplay changes are going to make the game more fun from what I can imagine.

When serral won blizzcon in 2018 I thought the game was really good to be honest. Balance wise as well as fun to play. The changes for 2019 were bad, and it really had it's impact on the whole year for tournaments for SC.

At this point I'd rather just go back to the 2018 patch than all these weird changes we have now.
Team Liquid
graNite
Profile Blog Joined December 2010
Germany4434 Posts
November 16 2019 12:30 GMT
#39
On November 16 2019 21:27 Liquid`Ret wrote:
Considering this is an end of the year big patch the changes are really underwhelming.

I think the problem is that they are only open to smaller and smaller changes because they invest less and less in Starcraft.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
BisuDagger
Profile Blog Joined October 2009
Bisutopia19364 Posts
November 16 2019 12:58 GMT
#40
Can someone explain the reason behind the observer speed changes? Is this considered a nerf or is it because too many people lose their observers due to poor control during an a-move?
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
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