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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...
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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.
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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)
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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.
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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.
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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...
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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.
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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.
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Northern Ireland23754 Posts
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.
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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.
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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
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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.
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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.
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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.
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Poland3747 Posts
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.
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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?
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United Kingdom20275 Posts
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.
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Netherlands4511 Posts
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.
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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.
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Bisutopia19152 Posts
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?
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