https://news.blizzard.com/en-us/starcraft2/23223600/starcraft-ii-balance-update-november-14-2019
"We also plan to push the balance changes to the live ladder at the start of next season on Tuesday, November 26th"
| Forum Index > SC2 General |
|
Cyro
United Kingdom20323 Posts
https://news.blizzard.com/en-us/starcraft2/23223600/starcraft-ii-balance-update-november-14-2019 "We also plan to push the balance changes to the live ladder at the start of next season on Tuesday, November 26th" | ||
|
Haukinger
Germany131 Posts
Lurkers affected by Blinding Cloud will now only fire to melee range. I request that for Hellions and Hellbats, too. | ||
|
sneakyfox
8216 Posts
| ||
|
Cyro
United Kingdom20323 Posts
On November 15 2019 19:15 sneakyfox wrote: There already is a thread for this topic: https://tl.net/forum/starcraft-2/551651-blizz-proposed-changes-for-post-blizzcon-patch-2019 Thanks, i couldn't find any discussion yesterday and i didn't see the new bumps (bit easier to find but still not frontpage) before i posted this morning. | ||
|
Harris1st
Germany7075 Posts
| ||
|
Slydie
1929 Posts
On November 15 2019 19:20 Cyro wrote: Show nested quote + On November 15 2019 19:15 sneakyfox wrote: There already is a thread for this topic: https://tl.net/forum/starcraft-2/551651-blizz-proposed-changes-for-post-blizzcon-patch-2019 Thanks, i couldn't find any discussion yesterday and i didn't see the new bumps (bit easier to find but still not frontpage) before i posted this morning. I actually posted the changes in that thread already but it a shame the OP is not updated yet. Get on it, @tamliquid e-sports! | ||
|
necrosexy
451 Posts
i like the zealot change. it is useful in proportion to one’s skill | ||
|
Slydie
1929 Posts
On November 15 2019 19:53 Harris1st wrote: The only thing that really bothers me right now is that the patch is a week to late. Would be awesome if it hits on the 19th so players can do some regular laddering before HSC 20 If you are serious about tournament preparation I think you should rather do custom games. I honestly don't think it matters at all... | ||
|
pzlama333
United States282 Posts
1. If a Battlecruiser uses Shift to queue several commands which includes Tactical Jump, it is immune to Abduct or Interference Matrix as if it was using TJ in that time, even the current order is moving across the whole map. 2. Mothership’s Time Warp still does not decrease beam-type weapon’s attack speed, including Void Ray, Oracle, Sentry and enemy Mothership. They attack at exactly same speed inside the Time warp bubble though it displays an attack speed debuff.. | ||
|
InfCereal
Canada1759 Posts
On November 16 2019 02:22 pzlama333 wrote: Currently there are two bugs founded: 1. If a Battlecruiser uses Shift to queue several commands which includes Tactical Jump, it is immune to Abduct or Interference Matrix as if it was using TJ in that time, even the current order is moving across the whole map. 2. Mothership’s Time Warp still does not decrease beam-type weapon’s attack speed, including Void Ray, Oracle, Sentry and enemy Mothership. They attack at exactly same speed inside the Time warp bubble though it displays an attack speed debuff.. That first one is a doozy. Can someone clip this? | ||
|
StarscreamG1
Portugal1653 Posts
Disclaimer: I'm a Protoss player that usually whines about Zerg. | ||
|
brickrd
United States4894 Posts
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. lol "historic unit" wtf, the only thing that matters is if the gameplay is good | ||
|
Fango
United Kingdom8987 Posts
| ||
|
geokilla
Canada8245 Posts
| ||
|
batatm
Israel116 Posts
| ||
|
Charoisaur
Germany16038 Posts
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. | ||
|
FFW_Rude
France10201 Posts
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 ? | ||
|
SC-Shield
Bulgaria836 Posts
Void Ray New upgrade found on the Fleet Beacon: Flux Vanes Increases the Void Ray’s movement speed from 3.5 to 4.65. Increases the Void Ray’s acceleration from 2.8 to 3.76. I know balance patches aren't for team games, but this will make team games even less enjoyable. Games will be full of noobs who mass void rays and run away with super fast void rays. Also, "team games don't matter" is bad attitude because most people play casual StarCraft (custom games and team games), so if you demotivate these people, there will be even less people playing. So I thought the goal wasn't to have less players than games of competitors. ![]() Even for 1vs1, this change doesn't make much sense. Most protoss players at high level rarely make void rays, especially after fleet beacon. And when it's that late in game, it's likely they'll use recall to escape instead. It will be unlikely such people would have mass void ray army, but instead they'll also have tempests and carriers which can't fly away as fast as this void ray upgrade. Totally useless idea both for 1vs1 and team games if you ask me. | ||
|
Harris1st
Germany7075 Posts
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 | ||
|
Slydie
1929 Posts
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 respectfully disagree. It is extra supply for the race having a super easy time making units and has the best eco. Won't be missed the slightest. Zerg will be completely fine. There is a myriad of 3-4-5 base timings they can do still. Even the nydus is still strong, just not opressive. Good Zergs will always know when to drone and when to make units, split their armies to defend everything and set up flanks. The other races will just hopefully have a fair chance in the lategame. I am looking forward to seeing how this works out in a couple of months. | ||
|
Haukinger
Germany131 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 Tell that to Hellions, Hellbats, High Templars, Ghosts... | ||
|
Riquiz
Netherlands402 Posts
![]() Hope it will be a better game for it though. | ||
|
Lexender
Mexico2656 Posts
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
40 Posts
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
Israel116 Posts
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-
Japan1926 Posts
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... | ||
|
Aesto
44 Posts
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
United States4415 Posts
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
Northern Ireland26248 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. | ||
|
Dedraterllaerau
113 Posts
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
United Kingdom147 Posts
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
Poland425 Posts
| ||
|
washikie
United States752 Posts
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. | ||
|
scbwsc2
5 Posts
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
Poland3752 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. | ||
|
Lucasmus
35 Posts
Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units? | ||
|
Cyro
United Kingdom20323 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. | ||
|
Liquid`Ret
Netherlands4514 Posts
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. | ||
|
graNite
Germany4434 Posts
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. | ||
|
BisuDagger
Bisutopia19307 Posts
| ||
|
WombaT
Northern Ireland26248 Posts
On November 16 2019 14:53 91matt wrote: Show nested quote + On November 16 2019 12:15 Wombat_NI wrote: 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 They’re good units, the only way to make them not niche is to buff them or nerf other better options. If anything they’re too strong in ways, don’t see why they burrow quite so fast with that upgrade tbh. If this patch goes through they’re going to have the same range as a siege tank, transition into attack mode way faster than siege tanks and require something that grants vision to even hit outside of using spells. I like the dynamics of siege/unsiege and pouncing on tanks with a window, a window one doesn’t really have so much with lurkers. I can’t foresee them ever being particularly good vT though given Terran have scans and high DPS really splittable units, which is fine by me. Not every unit has to be good in all matchups or scenarios | ||
|
WombaT
Northern Ireland26248 Posts
On November 16 2019 21:58 BisuDagger wrote: 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? They initially said it was too frustrating that observers frequently just barely escape attempts to kill them, I’m assuming they mean Terrans scanning and trying to snipe them. Which I think is bloody ridiculous but oh well. | ||
|
BisuDagger
Bisutopia19307 Posts
On November 16 2019 22:15 Wombat_NI wrote: Show nested quote + On November 16 2019 14:53 91matt wrote: On November 16 2019 12:15 Wombat_NI wrote: 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 They’re good units, the only way to make them not niche is to buff them or nerf other better options. If anything they’re too strong in ways, don’t see why they burrow quite so fast with that upgrade tbh. If this patch goes through they’re going to have the same range as a siege tank, transition into attack mode way faster than siege tanks and require something that grants vision to even hit outside of using spells. I like the dynamics of siege/unsiege and pouncing on tanks with a window, a window one doesn’t really have so much with lurkers. I can’t foresee them ever being particularly good vT though given Terran have scans and high DPS really splittable units, which is fine by me. Not every unit has to be good in all matchups or scenarios I wish there was a new way for Tanks to defend themselves better against Zerg. They get swallowed up by zerglings and banelings so easily sometimes. As you said with lurkers, they will be another counter to tanks because tanks get occupied by zerglings leading the charge. A way to create a barricade or a bump ability to shove melee units away is one way to fix this. Maybe the non-damaging bump occurs when switching tank modes. But instead of adding anything, I'd love to see map designers take a stab at helping slow moving mech or robo armies. | ||
|
Miralem Ibrahim
40 Posts
On November 16 2019 16:36 washikie wrote: Show nested quote + 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. I don't know about that. Is the terran game play really change because blue is a little more expensive? Or having a little bit easier transition into libe range ? That help a little bit but considering it's a end of year patch I was expecting more than that personally. For example instead of reduce the cost of blue flame maybe bring back the old blue flame of WOL like they did with the EMP of ghosts I don't know or maybe replace the auto turret of the raven or bring back the old seeker missile of HOTS. I don't say those change would be good or bad or completely for the game but at least that create new styles new builds new ways to play. Something very like "Wow I m exiting to see how terrans will play now" or "how terran will use this new ability" for example when they changed the hydralisk that was incredibly strong but now we can see the hydra bane comp. Or when they make siege tank stronger and now we can use them protoss and even see some few mech plays against toss. That are just some example. But for this patch I m not like "Wow I m so excited" like I said earlier I m more "Hum let's see" You know what I mean? | ||
|
Slydie
1929 Posts
On November 16 2019 22:26 BisuDagger wrote: Show nested quote + On November 16 2019 22:15 Wombat_NI wrote: On November 16 2019 14:53 91matt wrote: On November 16 2019 12:15 Wombat_NI wrote: 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 They’re good units, the only way to make them not niche is to buff them or nerf other better options. If anything they’re too strong in ways, don’t see why they burrow quite so fast with that upgrade tbh. If this patch goes through they’re going to have the same range as a siege tank, transition into attack mode way faster than siege tanks and require something that grants vision to even hit outside of using spells. I like the dynamics of siege/unsiege and pouncing on tanks with a window, a window one doesn’t really have so much with lurkers. I can’t foresee them ever being particularly good vT though given Terran have scans and high DPS really splittable units, which is fine by me. Not every unit has to be good in all matchups or scenarios I wish there was a new way for Tanks to defend themselves better against Zerg. They get swallowed up by zerglings and banelings so easily sometimes. As you said with lurkers, they will be another counter to tanks because tanks get occupied by zerglings leading the charge. A way to create a barricade or a bump ability to shove melee units away is one way to fix this. Maybe the non-damaging bump occurs when switching tank modes. But instead of adding anything, I'd love to see map designers take a stab at helping slow moving mech or robo armies. Make liberators and blue flame helbats;-) It could possibly even work going bio, although I have not seen it much. | ||
|
Haukinger
Germany131 Posts
On November 16 2019 18:54 Lucasmus wrote: Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units? Now that's nice. Maybe Hellions and Hellbats continue to ignore blinding cloud, but make them deal friendly fire. Same for widow mines, why should they be unable to hit other mines (or themselves, that is)? | ||
|
Slydie
1929 Posts
On November 17 2019 00:00 Haukinger wrote: Show nested quote + On November 16 2019 18:54 Lucasmus wrote: Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units? Now that's nice. Maybe Hellions and Hellbats continue to ignore blinding cloud, but make them deal friendly fire. Same for widow mines, why should they be unable to hit other mines (or themselves, that is)? Please, not this again. My tanks and mines have killed plenty of my own units already. Storm and banelings justayin', | ||
|
Z3nith
485 Posts
On November 17 2019 00:42 Slydie wrote: Show nested quote + On November 17 2019 00:00 Haukinger wrote: On November 16 2019 18:54 Lucasmus wrote: Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units? Now that's nice. Maybe Hellions and Hellbats continue to ignore blinding cloud, but make them deal friendly fire. Same for widow mines, why should they be unable to hit other mines (or themselves, that is)? Please, not this again. My tanks and mines have killed plenty of my own units already. Storm and banelings justayin', You realise storm has friendly fire right? | ||
|
Hvvacha
82 Posts
| ||
|
TentativePanda
United States800 Posts
7/10 patch job | ||
|
Slydie
1929 Posts
On November 17 2019 00:49 Z3nith wrote: Show nested quote + On November 17 2019 00:42 Slydie wrote: On November 17 2019 00:00 Haukinger wrote: On November 16 2019 18:54 Lucasmus wrote: Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units? Now that's nice. Maybe Hellions and Hellbats continue to ignore blinding cloud, but make them deal friendly fire. Same for widow mines, why should they be unable to hit other mines (or themselves, that is)? Please, not this again. My tanks and mines have killed plenty of my own units already. Storm and banelings justayin', You realise storm has friendly fire right? Lol fail, Colossus do not, however. | ||
|
washikie
United States752 Posts
On November 17 2019 01:10 Hvvacha wrote: even top terrans said observer is too fast, heromarine said he saw in one of special's game at gsl he wasted 4-5 scans and failed to kill 1 observer lol, artosis made it look like some low leaguers requested it and it got patched... Yeah it’s to fast in the 2 base phase of the game. Undeniable scouting is brutal in a meta where one race must attack the other like we had before the last batch of changes that helped ballance tvp. | ||
|
Haukinger
Germany131 Posts
On November 17 2019 00:42 Slydie wrote: Show nested quote + On November 17 2019 00:00 Haukinger wrote: On November 16 2019 18:54 Lucasmus wrote: Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units? Now that's nice. Maybe Hellions and Hellbats continue to ignore blinding cloud, but make them deal friendly fire. Same for widow mines, why should they be unable to hit other mines (or themselves, that is)? Please, not this again. My tanks and mines have killed plenty of my own units already. Storm and banelings justayin', Banelings, too, of course. In fact, I'd make _all_ splash make indiscriminately friendly firing. | ||
|
Kitai
United States880 Posts
On November 17 2019 02:23 Haukinger wrote: Show nested quote + On November 17 2019 00:42 Slydie wrote: On November 17 2019 00:00 Haukinger wrote: On November 16 2019 18:54 Lucasmus wrote: Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units? Now that's nice. Maybe Hellions and Hellbats continue to ignore blinding cloud, but make them deal friendly fire. Same for widow mines, why should they be unable to hit other mines (or themselves, that is)? Please, not this again. My tanks and mines have killed plenty of my own units already. Storm and banelings justayin', Banelings, too, of course. In fact, I'd make _all_ splash make indiscriminately friendly firing. That sounds like one of the worst ideas ever lol. Can you imagine your opponent killing your baneling in a pack of like 20, setting off a chain reaction that instantly explodes your entire army? | ||
|
DSh1
292 Posts
On November 17 2019 03:40 Kitai wrote: Show nested quote + On November 17 2019 02:23 Haukinger wrote: On November 17 2019 00:42 Slydie wrote: On November 17 2019 00:00 Haukinger wrote: On November 16 2019 18:54 Lucasmus wrote: Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units? Now that's nice. Maybe Hellions and Hellbats continue to ignore blinding cloud, but make them deal friendly fire. Same for widow mines, why should they be unable to hit other mines (or themselves, that is)? Please, not this again. My tanks and mines have killed plenty of my own units already. Storm and banelings justayin', Banelings, too, of course. In fact, I'd make _all_ splash make indiscriminately friendly firing. That sounds like one of the worst ideas ever lol. Can you imagine your opponent killing your baneling in a pack of like 20, setting off a chain reaction that instantly explodes your entire army? That would be funny :D | ||
|
BabelFish1
186 Posts
On November 17 2019 01:10 Hvvacha wrote: even top terrans said observer is too fast, heromarine said he saw in one of special's game at gsl he wasted 4-5 scans and failed to kill 1 observer lol, artosis made it look like some low leaguers requested it and it got patched... If you're dropping 5 scans on 1 Observer, you dun goofed up. That aint a balance issue. | ||
|
brickrd
United States4894 Posts
On November 17 2019 06:31 BabelFish1 wrote: Show nested quote + On November 17 2019 01:10 Hvvacha wrote: even top terrans said observer is too fast, heromarine said he saw in one of special's game at gsl he wasted 4-5 scans and failed to kill 1 observer lol, artosis made it look like some low leaguers requested it and it got patched... If you're dropping 5 scans on 1 Observer, you dun goofed up. That aint a balance issue. but terran is the MICRO race! surely terrans can't be miscalculating their marine micro!! | ||
|
BabelFish1
186 Posts
On November 17 2019 06:41 brickrd wrote: Show nested quote + On November 17 2019 06:31 BabelFish1 wrote: On November 17 2019 01:10 Hvvacha wrote: even top terrans said observer is too fast, heromarine said he saw in one of special's game at gsl he wasted 4-5 scans and failed to kill 1 observer lol, artosis made it look like some low leaguers requested it and it got patched... If you're dropping 5 scans on 1 Observer, you dun goofed up. That aint a balance issue. but terran is the MICRO race! surely terrans can't be miscalculating their marine micro!! What really makes me laugh is that SPECIAL was the one who messed up there. The dude plays mech and mech doesn't take a lot of micro if you shift click burrow/deploy/siege. Like, dude, when you admitted you were one of the guys whinging about Observers on the pylon show, I just rolled my eyes. Sometimes pros can be super dense and SPECIAL blaming balance for that instead of getting better is unbecoming. | ||
|
Hvvacha
82 Posts
On November 17 2019 06:31 BabelFish1 wrote: Show nested quote + On November 17 2019 01:10 Hvvacha wrote: even top terrans said observer is too fast, heromarine said he saw in one of special's game at gsl he wasted 4-5 scans and failed to kill 1 observer lol, artosis made it look like some low leaguers requested it and it got patched... If you're dropping 5 scans on 1 Observer, you dun goofed up. That aint a balance issue. artosis's reasoning behind why it shouldn't be nerfed was: "observers die to 8 range queens all the time" what is yours? it's not like toss is having troubles scouting especially after halluc energy buff. | ||
|
BabelFish1
186 Posts
On November 17 2019 07:32 Hvvacha wrote: Show nested quote + On November 17 2019 06:31 BabelFish1 wrote: On November 17 2019 01:10 Hvvacha wrote: even top terrans said observer is too fast, heromarine said he saw in one of special's game at gsl he wasted 4-5 scans and failed to kill 1 observer lol, artosis made it look like some low leaguers requested it and it got patched... If you're dropping 5 scans on 1 Observer, you dun goofed up. That aint a balance issue. artosis's reasoning behind why it shouldn't be nerfed was: "observers die to 8 range queens all the time" what is yours? it's not like toss is having troubles scouting especially after halluc energy buff. Observers need to be fast for speed banshees and the new crackivacs in the balance patch. They are also gas expensive, can only be produced 1 at a time and serve 3 very specific roles; scouting, detection and spotting for blinking up the high ground. The queen part is also a valid concern, especially when 10 range Lurkers hit the field once the patch goes through. The Oracle's revelation, while useful, isn't consistent enough to make up for the Observer nerf because it's energy based and has down time. It aint about the scouting, it's about the detection. | ||
|
Hvvacha
82 Posts
On November 17 2019 07:37 BabelFish1 wrote: Show nested quote + On November 17 2019 07:32 Hvvacha wrote: On November 17 2019 06:31 BabelFish1 wrote: On November 17 2019 01:10 Hvvacha wrote: even top terrans said observer is too fast, heromarine said he saw in one of special's game at gsl he wasted 4-5 scans and failed to kill 1 observer lol, artosis made it look like some low leaguers requested it and it got patched... If you're dropping 5 scans on 1 Observer, you dun goofed up. That aint a balance issue. artosis's reasoning behind why it shouldn't be nerfed was: "observers die to 8 range queens all the time" what is yours? it's not like toss is having troubles scouting especially after halluc energy buff. Observers need to be fast for speed banshees and the new crackivacs in the balance patch. They are also gas expensive, can only be produced 1 at a time and serve 3 very specific roles; scouting, detection and spotting for blinking up the high ground. The queen part is also a valid concern, especially when 10 range Lurkers hit the field once the patch goes through. The Oracle's revelation, while useful, isn't consistent enough to make up for the Observer nerf because it's energy based and has down time. It aint about the scouting, it's about the detection. speed banshees still faster than observers even with their speed upgrade, against banshees you just siege your obs near mineral line for detection, current observers with speed upgrade are faster than new medivac will be, would be too easy to have constant vision on them don't you think, maybe it's one of the reasons behind obs speed nerf. | ||
|
BabelFish1
186 Posts
On November 17 2019 07:52 Hvvacha wrote: Show nested quote + On November 17 2019 07:37 BabelFish1 wrote: On November 17 2019 07:32 Hvvacha wrote: On November 17 2019 06:31 BabelFish1 wrote: On November 17 2019 01:10 Hvvacha wrote: even top terrans said observer is too fast, heromarine said he saw in one of special's game at gsl he wasted 4-5 scans and failed to kill 1 observer lol, artosis made it look like some low leaguers requested it and it got patched... If you're dropping 5 scans on 1 Observer, you dun goofed up. That aint a balance issue. artosis's reasoning behind why it shouldn't be nerfed was: "observers die to 8 range queens all the time" what is yours? it's not like toss is having troubles scouting especially after halluc energy buff. Observers need to be fast for speed banshees and the new crackivacs in the balance patch. They are also gas expensive, can only be produced 1 at a time and serve 3 very specific roles; scouting, detection and spotting for blinking up the high ground. The queen part is also a valid concern, especially when 10 range Lurkers hit the field once the patch goes through. The Oracle's revelation, while useful, isn't consistent enough to make up for the Observer nerf because it's energy based and has down time. It aint about the scouting, it's about the detection. speed banshees still faster than observers even with their speed upgrade, against banshees you just siege your obs near mineral line for detection, current observers with speed upgrade are faster than new medivac will be, would be too easy to have constant vision on them don't you think, maybe it's one of the reasons behind obs speed nerf. Yes, speed banshees are faster than current Observers and now, that gap is going to widen to the point where speed banshees are going to require money Revelations to deal with+multiple cannons per base. And if the Terran decides to bait out a Revelation on 2 or 3 Banshees while saving a few in reserve to abuse Revelation not being a consistent or persistent detect option? Now you're kinda screwed if we're referencing a timing, where you're not going to have 4 Oracles and a ground army. The Observer didn't need a nerf, SPECIAL wasting 5 scans is a SPECIAL problem and he needs to get better and scanning ahead of Observers+cornering them if he insists on killing them. I mean what SPECIAL did by whinging about not killing an Observer due to his misplay is basically complain that Reaper grenades didn't save his reapers as he stand still and casts them on the Reaper's feet. Well, maybe if you threw the nades where the enemy is going to be and not where they are, that relationship changes... | ||
|
Snijjer
United States989 Posts
| ||
|
WombaT
Northern Ireland26248 Posts
Ok so that minor thing, which is more a QoL thing let’s change it but let’s leave BL/Infestor intact for seemingly aeons, which of course isn’t at all frustrating to play against. If there’s a reason pertaining to actual balance to nerf the speed then let’s hear it, nerfing it because Terrans find it annoying that they fuck up catching observers is silly. | ||
|
BerserkSword
United States2123 Posts
Chargelots basically bounce off of MMM now. Utterly ridiculous. The observer nerf is a joke imo. Terran players get frustrated and they are nerfing it? Is this what Starcraft has come down to? I admit that I dont have as much knowledge regarding the adept change, being a non GM Terran player, but it seems awful to me. On the other hand, I think P v Z lategame has been flipped without IT. I think PvZ lategame is significantly protoss favored now. Zerg can no longer soak up AOE with ITs....they can no longer fight energy with energy, so to speak. Protoss is free to blanket everything in storms especially now that the BL range was massively nerfed. Completely removing IT and replacing it with a homeless man's version of Dark Swarm is a big mistake imo. I predict heavy Terran dominance next year. | ||
|
Ben...
Canada3485 Posts
It's somewhat akin to how they boosted the speed of overlords once maps started to get bigger. When the game first came out, overlords were incredibly slow, but as maps got bigger overlords could be less and less relied upon for scouting because it took forever for them to cross the map, which put zerg at a scouting disadvantage. And yes, I agree with everyone saying their stated reason for reverting the observer change is bad. There's tons of cases in the game where someone just barely misses something, and it's no different with observers. By that logic they should nerf DT speed too because sometimes terrans don't get them with one scan or remove medivac boost because they often get away with one shot of health left when being defended. It's silly. | ||
|
General_Winter
United States719 Posts
| ||
|
BabelFish1
186 Posts
On November 17 2019 10:36 General_Winter wrote: Yeah. I will say that medivavac boost has been a lot more frustrating to my life than observers. And yet Medivacs are getting buffed. As far as I can tell, the Observer nerf was pure bias. | ||
|
Cyro
United Kingdom20323 Posts
On November 17 2019 10:48 BabelFish1 wrote: Show nested quote + On November 17 2019 10:36 General_Winter wrote: Yeah. I will say that medivavac boost has been a lot more frustrating to my life than observers. And yet Medivacs are getting buffed. As far as I can tell, the Observer nerf was pure bias. Have to agree with that. There's a disturbing anti-P bias in much of the community that seems to be influencing Blizzard over hard numbers. | ||
|
Slydie
1929 Posts
On November 17 2019 16:32 Cyro wrote: Show nested quote + On November 17 2019 10:48 BabelFish1 wrote: On November 17 2019 10:36 General_Winter wrote: Yeah. I will say that medivavac boost has been a lot more frustrating to my life than observers. And yet Medivacs are getting buffed. As far as I can tell, the Observer nerf was pure bias. Have to agree with that. There's a disturbing anti-P bias in much of the community that seems to be influencing Blizzard over hard numbers. I am convinced top players will find creative ways to abuse both the new chargelots and adepts. I think having to be a bit more careful where you move with your observer is a good thing. Protoss still has all the aoe options to melt bio armies, but with the emp upgrade it comes down to positioning and who lands their stuff better, which is good imo. Homestory cup will give us a nice preview of what is to come, but the full effect of the patch will not be clear until later, when new builds and strategies have been refined. | ||
|
661
71 Posts
(( | ||
|
Cyro
United Kingdom20323 Posts
On November 17 2019 18:57 Slydie wrote: Show nested quote + On November 17 2019 16:32 Cyro wrote: On November 17 2019 10:48 BabelFish1 wrote: On November 17 2019 10:36 General_Winter wrote: Yeah. I will say that medivavac boost has been a lot more frustrating to my life than observers. And yet Medivacs are getting buffed. As far as I can tell, the Observer nerf was pure bias. Have to agree with that. There's a disturbing anti-P bias in much of the community that seems to be influencing Blizzard over hard numbers. I am convinced top players will find creative ways to abuse both the new chargelots and adepts. I think having to be a bit more careful where you move with your observer is a good thing. Protoss still has all the aoe options to melt bio armies, but with the emp upgrade it comes down to positioning and who lands their stuff better, which is good imo. Homestory cup will give us a nice preview of what is to come, but the full effect of the patch will not be clear until later, when new builds and strategies have been refined. Why the TvP focus? It's near balance for a long time now and nowhere near as big a problem as the zerg matchups which have stomped back to back top level tournaments somewhat unfairly. "In the post-match press conference [going by DailyEsports' transcript], Rogue said "I think Stats is the Protoss player who is best at late game PvZ, but even he crumbles against Zerg in the late game." "Trap prepared really hard. I won because balance really favors Zerg. I think he'll feel bad about this one." This all started when P was performing statistically very normal but got multiple nerfs to their core because of what was suspected to be - and was confirmed in hindsight to be - unjustified whine. Several of those nerfs were never even considered for reverts. I don't think having to be careful with observer movement around enemy bases/armies is a big issue but like overlords which have repeatedly had speed buffs they have trouble traversing the larger maps of the present day, they just can't get from A to B fast enough. It takes longer to scout stuff with them, some situations where you'd be previously be safe using one observer for multiple jobs aren't possible any more because it takes so long to cross half of the map so people end up using more robo time for more observers to do the same job. That's always a struggle because tech unit production time is a huge bottleneck for P by design. I'm especially baffled by the nerf to the observer speed upgrade - even the buffed version is hardly ever bought at the top level (reserved for us ladder heroes) because it's too expensive and out of the way. Ridiculous change. | ||
|
Slydie
1929 Posts
Why the TvP focus? It's near balance for a long time now and nowhere near as big a problem as the zerg matchups which have stomped back to back top level tournaments somewhat unfairly. So... Zerg is getting multiple big nerfs to the mentioned lategame and you are still worried the observer speed will ruin it for you? Sorry, I don't follow. The Zealot and Adept changes will have a big impact on all the matchups, I just happen to care more about TvP as a terran player... | ||
|
Cyro
United Kingdom20323 Posts
So... Zerg is getting multiple big nerfs to the mentioned lategame Sorry, I don't follow. I was saying that the Z changes to both ZvT and ZvP are way more important from a balance POV (having the best players win and having interesting tournaments to watch) - especially getting rid of the zerg dominance over both T and P causing ZvZ spam since it's the worst of the 9 matchups IMO. The ridiculousness of the observer changes recently is an entirely different topic, as denoted by the triple-spacing. | ||
|
SSMMA
15 Posts
New ability "Surveillance Mode." : Increases vision by 25% and immobilizes the observer. Patch 4.8.2 : Movement speed increased from 2.63 to 3.01. Gravitic Boosters upgrade now increases movement speed by 1.51, up from 1.31. => no one asked for these changes and they were actually too strong. This is one of the reasons why TvP was eavily P favored over the last 2 years. Removing the 'surveillance mode' ability would have been better, though nerfing its speed is still a good news. | ||
|
Cyro
United Kingdom20323 Posts
TvP was eavily P favored over the last 2 years. Source? | ||
|
BabelFish1
186 Posts
On November 18 2019 02:25 Cyro wrote: Source? They don't have one, it's more fringe Terran whinging. | ||
|
WombaT
Northern Ireland26248 Posts
On November 18 2019 04:55 BabelFish1 wrote: Show nested quote + On November 18 2019 02:25 Cyro wrote: TvP was eavily P favored over the last 2 years. Source? They don't have one, it's more fringe Terran whinging. I highly dispute the ‘fringe’ part of your statement. | ||
|
Sabu113
United States11075 Posts
| ||
|
ThunderJunk
United States725 Posts
| ||
|
showstealer1829
Australia3123 Posts
| ||
|
Harris1st
Germany7075 Posts
On November 18 2019 19:00 showstealer1829 wrote: Protoss removed from game. Nah. Just go mass speedy air boys every game ![]() | ||
|
Cyro
United Kingdom20323 Posts
On November 18 2019 14:54 ThunderJunk wrote: I just don't want Flux Vanes. Why the hell are they bringing back Flux Vanes. Cause void ray is one of the worst units in the game without it (esp. considering power creep on a variety of other core early-midgame units) but they'd rather open up mid-late game playstyles than give flat buffs for the 4 minute mark or nerf all that other stuff. | ||
|
ZugzwangSC
87 Posts
While I'm pretty indifferent that this upgrade is gone, I did want to say this was possibly the coolest name ever. I totally want to find a way to drop this in a casual conversation: "Careful Dave, eat anymore of that and you'll be looking at some propulsive peristalsis..." | ||
|
Slydie
1929 Posts
On November 18 2019 14:50 Sabu113 wrote: Terrans have whined about sc2 from the start despite benefitting from several severe imbalances in their favor from design. The blizzard balance team just isn’t that good at their jobs. All sc2 players maybe except Random players complain when they watch their favourite players play their hearts out just to get casually smothered by competitors from other races. It is not only about who are reaching the finals but also how it happens and how many others are able to replicate the styles and results of the top players of the race. For terrans, the scars from the first Wings WCS are still deep, and seeing BL/Infestor comps being strong again is bringing back a lot of bad memories. | ||
|
ThunderJunk
United States725 Posts
On November 18 2019 21:47 Cyro wrote: Show nested quote + On November 18 2019 14:54 ThunderJunk wrote: I just don't want Flux Vanes. Why the hell are they bringing back Flux Vanes. Cause void ray is one of the worst units in the game without it (esp. considering power creep on a variety of other core early-midgame units) but they'd rather open up mid-late game playstyles than give flat buffs for the 4 minute mark or nerf all that other stuff. It's just such a bad upgrade. Let Protoss have a situational unit that generally isn't a good idea to build. That's a cool thing to have in an RTS. It gives players moments of, "Oh wow, wait, I can use the void ray in this specific situation, and it's not garbage, in fact it's pretty good / necessary!". Those have always been cool moments! As a Protoss, going air was already the only really viable way to approach PvZ. If they decide to balance the game around insisting that Void Rays be useful units, the primary distinguishing characteristic of Protoss will be, "They have the best air". Are we in grade school? PvP stands to lose the most. Mass voids was already just plain boring and bad to play against. Now I'll have to deal with it more often, and it'll be better. No. Just No. | ||
|
BisuDagger
Bisutopia19307 Posts
| ||
|
royalroadweed
United States8301 Posts
On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? | ||
|
ThunderJunk
United States725 Posts
On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. Better yet, make it an upgrade at the fleet beacon ![]() | ||
|
BisuDagger
Bisutopia19307 Posts
On November 19 2019 09:24 royalroadweed wrote: Show nested quote + On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. | ||
|
washikie
United States752 Posts
On November 19 2019 09:50 BisuDagger wrote: Show nested quote + On November 19 2019 09:24 royalroadweed wrote: On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. They scale with shields. Just like Terran gets building armor. Usualy toss dont seem to invest into sheilds though since it’s so expensive. | ||
|
BisuDagger
Bisutopia19307 Posts
On November 19 2019 10:01 washikie wrote: Show nested quote + On November 19 2019 09:50 BisuDagger wrote: On November 19 2019 09:24 royalroadweed wrote: On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. They scale with shields. Just like Terran gets building armor. Usualy toss dont seem to invest into sheilds though since it’s so expensive. Yeah, maybe it should match the armor upgrades instead. | ||
|
batatm
Israel116 Posts
On November 19 2019 10:22 BisuDagger wrote: Show nested quote + On November 19 2019 10:01 washikie wrote: On November 19 2019 09:50 BisuDagger wrote: On November 19 2019 09:24 royalroadweed wrote: On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. They scale with shields. Just like Terran gets building armor. Usualy toss dont seem to invest into sheilds though since it’s so expensive. Yeah, maybe it should match the armor upgrades instead. that would be rather weird since shields are shared across all protoss units and buildings but armor is separated between ground and air, none of which correlates with buildings. | ||
|
aresko
1 Post
| ||
|
Slydie
1929 Posts
On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. Really? Good luck making a useful offensive power field the Voidray can thirve in... Is there a specific reason for the Voidray to behave differently than every other toss unit? I think they can do a very nice job defensively with the help of shield batteries already, you might as well build those offensively, like in with Tempest and Immortal rushes. BeastyQT was looking forward to abusing speed Voidray when the patch releases but with the absurd speed Phoenixes already have, I doubt it will be a go-to strategy at higher levels. | ||
|
deacon.frost
Czech Republic12129 Posts
On November 19 2019 10:22 BisuDagger wrote: Show nested quote + On November 19 2019 10:01 washikie wrote: On November 19 2019 09:50 BisuDagger wrote: On November 19 2019 09:24 royalroadweed wrote: On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. They scale with shields. Just like Terran gets building armor. Usualy toss dont seem to invest into sheilds though since it’s so expensive. Yeah, maybe it should match the armor upgrades instead. Just slamp an upgrade on them via the "Colossus den" and it's done. This way it doesn't affect any early game turtling nonsense and it would help in the later games stages. Something like more shields/damage/range etc. This way it doesn't affect any cannor rush either. | ||
|
Harris1st
Germany7075 Posts
On November 19 2019 19:55 deacon.frost wrote: Show nested quote + On November 19 2019 10:22 BisuDagger wrote: On November 19 2019 10:01 washikie wrote: On November 19 2019 09:50 BisuDagger wrote: On November 19 2019 09:24 royalroadweed wrote: On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. They scale with shields. Just like Terran gets building armor. Usualy toss dont seem to invest into sheilds though since it’s so expensive. Yeah, maybe it should match the armor upgrades instead. Just slamp an upgrade on them via the "Colossus den" and it's done. This way it doesn't affect any early game turtling nonsense and it would help in the later games stages. Something like more shields/damage/range etc. This way it doesn't affect any cannor rush either.I thought the late game upgrade for cannons are 2 shield batteries beside it? ^_^ | ||
|
BisuDagger
Bisutopia19307 Posts
On November 19 2019 18:16 Slydie wrote: Show nested quote + On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. Really? Good luck making a useful offensive power field the Voidray can thirve in... Is there a specific reason for the Voidray to behave differently than every other toss unit? I think they can do a very nice job defensively with the help of shield batteries already, you might as well build those offensively, like in with Tempest and Immortal rushes. BeastyQT was looking forward to abusing speed Voidray when the patch releases but with the absurd speed Phoenixes already have, I doubt it will be a go-to strategy at higher levels. I'm only suggesting this as an alternative to the flux vanes upgrade because the current discussion was around people who do not like that upgrade as a solution. I am not saying my idea or flux should be in, but if we had to give void rays a speed increase, then my idea gives it a more strategic angle. | ||
|
deacon.frost
Czech Republic12129 Posts
On November 19 2019 20:03 Harris1st wrote: Show nested quote + On November 19 2019 19:55 deacon.frost wrote: On November 19 2019 10:22 BisuDagger wrote: On November 19 2019 10:01 washikie wrote: On November 19 2019 09:50 BisuDagger wrote: On November 19 2019 09:24 royalroadweed wrote: On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. They scale with shields. Just like Terran gets building armor. Usualy toss dont seem to invest into sheilds though since it’s so expensive. Yeah, maybe it should match the armor upgrades instead. Just slamp an upgrade on them via the "Colossus den" and it's done. This way it doesn't affect any early game turtling nonsense and it would help in the later games stages. Something like more shields/damage/range etc. This way it doesn't affect any cannor rush either.I thought the late game upgrade for cannons are 2 shield batteries beside it? ^_^ OR. OR!!!! We can place 5 upgrades on nexus 1) Unlocks when the Twilight is done - slight increase to the frequency of shooting 2) Unlocks when the Templar Archives are done - increase to the maximum amount of shields 3) Unlocks when the Dark Templar ARchives are done - invisible cannons (visible after the pylon dies)4) Unlocks when the Fleet Bacon is done - bigger range 5) Unlocks when the Robo Bay is done - more health(or bigger armor) I know nothing will go in but one can dream ![]() | ||
|
BisuDagger
Bisutopia19307 Posts
On November 19 2019 20:26 deacon.frost wrote: Show nested quote + On November 19 2019 20:03 Harris1st wrote: On November 19 2019 19:55 deacon.frost wrote: On November 19 2019 10:22 BisuDagger wrote: On November 19 2019 10:01 washikie wrote: On November 19 2019 09:50 BisuDagger wrote: On November 19 2019 09:24 royalroadweed wrote: On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. They scale with shields. Just like Terran gets building armor. Usualy toss dont seem to invest into sheilds though since it’s so expensive. Yeah, maybe it should match the armor upgrades instead. Just slamp an upgrade on them via the "Colossus den" and it's done. This way it doesn't affect any early game turtling nonsense and it would help in the later games stages. Something like more shields/damage/range etc. This way it doesn't affect any cannor rush either.I thought the late game upgrade for cannons are 2 shield batteries beside it? ^_^ OR. OR!!!! We can place 5 upgrades on nexus 1) Unlocks when the Twilight is done - slight increase to the frequency of shooting 2) Unlocks when the Templar Archives are done - increase to the maximum amount of shields 3) Unlocks when the Dark Templar ARchives are done - invisible cannons (visible after the pylon dies)4) Unlocks when the Fleet Bacon is done - bigger range 5) Unlocks when the Robo Bay is done - more health(or bigger armor) I know nothing will go in but one can dream ![]() You're missing the beta version where you can warp cannons to other pylon locations. | ||
|
Harris1st
Germany7075 Posts
On November 19 2019 20:51 BisuDagger wrote: Show nested quote + On November 19 2019 20:26 deacon.frost wrote: On November 19 2019 20:03 Harris1st wrote: On November 19 2019 19:55 deacon.frost wrote: On November 19 2019 10:22 BisuDagger wrote: On November 19 2019 10:01 washikie wrote: On November 19 2019 09:50 BisuDagger wrote: On November 19 2019 09:24 royalroadweed wrote: On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. They scale with shields. Just like Terran gets building armor. Usualy toss dont seem to invest into sheilds though since it’s so expensive. Yeah, maybe it should match the armor upgrades instead. Just slamp an upgrade on them via the "Colossus den" and it's done. This way it doesn't affect any early game turtling nonsense and it would help in the later games stages. Something like more shields/damage/range etc. This way it doesn't affect any cannor rush either.I thought the late game upgrade for cannons are 2 shield batteries beside it? ^_^ OR. OR!!!! We can place 5 upgrades on nexus 1) Unlocks when the Twilight is done - slight increase to the frequency of shooting 2) Unlocks when the Templar Archives are done - increase to the maximum amount of shields 3) Unlocks when the Dark Templar ARchives are done - invisible cannons (visible after the pylon dies)4) Unlocks when the Fleet Bacon is done - bigger range 5) Unlocks when the Robo Bay is done - more health(or bigger armor) I know nothing will go in but one can dream ![]() You're missing the beta version where you can warp cannons to other pylon locations. ANd just to be fair and equal, Terran can now lift Missile Turrets | ||
|
ZugzwangSC
87 Posts
On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. I freaking loved the thinking behind this. A situational boost that doesn't rely on yet another upgrade. Who knows how it would actually work out when play tested, but it could add another layer of strategy for pylon placement. And it's another reason why unfolded warp prisms must be taken down at any cost. This actually makes more sense to me than zerg units suddenly becoming able to move faster because the ground became grey and spongy. : ) | ||
|
Zoar
United States39 Posts
| ||
|
deacon.frost
Czech Republic12129 Posts
On November 19 2019 20:51 BisuDagger wrote: Show nested quote + On November 19 2019 20:26 deacon.frost wrote: On November 19 2019 20:03 Harris1st wrote: On November 19 2019 19:55 deacon.frost wrote: On November 19 2019 10:22 BisuDagger wrote: On November 19 2019 10:01 washikie wrote: On November 19 2019 09:50 BisuDagger wrote: On November 19 2019 09:24 royalroadweed wrote: On November 19 2019 08:34 BisuDagger wrote: Voidray's should have increased speed inside pylon or warp prism power. Imagine going WP void ray and entering warp in state to not only add ground units but increase the offensive micro potential of voidrays. No upgrade needed and I would welcome the synergy between robots and stargate. I also like how defensively it would be impactful too. So like a shitty version of creep? Yeah. That's one way to look at it. As a side question, how come photon cannons dont scale with upgrades? They could be great in the late game for defense if they did scale. They scale with shields. Just like Terran gets building armor. Usualy toss dont seem to invest into sheilds though since it’s so expensive. Yeah, maybe it should match the armor upgrades instead. Just slamp an upgrade on them via the "Colossus den" and it's done. This way it doesn't affect any early game turtling nonsense and it would help in the later games stages. Something like more shields/damage/range etc. This way it doesn't affect any cannor rush either.I thought the late game upgrade for cannons are 2 shield batteries beside it? ^_^ OR. OR!!!! We can place 5 upgrades on nexus 1) Unlocks when the Twilight is done - slight increase to the frequency of shooting 2) Unlocks when the Templar Archives are done - increase to the maximum amount of shields 3) Unlocks when the Dark Templar ARchives are done - invisible cannons (visible after the pylon dies)4) Unlocks when the Fleet Bacon is done - bigger range 5) Unlocks when the Robo Bay is done - more health(or bigger armor) I know nothing will go in but one can dream ![]() You're missing the beta version where you can warp cannons to other pylon locations. Well I went with more standard approach except with the invis upgrate OTOH why not have at least some? It's not like they will be game breaking anyway. | ||
|
Haukinger
Germany131 Posts
On November 17 2019 06:16 DSh1 wrote: Show nested quote + On November 17 2019 03:40 Kitai wrote: On November 17 2019 02:23 Haukinger wrote: On November 17 2019 00:42 Slydie wrote: On November 17 2019 00:00 Haukinger wrote: On November 16 2019 18:54 Lucasmus wrote: Then you could also argue, maybe hellions and hellbats don't care about hitting friendly units? Now that's nice. Maybe Hellions and Hellbats continue to ignore blinding cloud, but make them deal friendly fire. Same for widow mines, why should they be unable to hit other mines (or themselves, that is)? Please, not this again. My tanks and mines have killed plenty of my own units already. Storm and banelings justayin', Banelings, too, of course. In fact, I'd make _all_ splash make indiscriminately friendly firing. That sounds like one of the worst ideas ever lol. Can you imagine your opponent killing your baneling in a pack of like 20, setting off a chain reaction that instantly explodes your entire army? That would be funny :D Apart from that, one could easily increase baneling life a bit so they survive a baneling hit. Or one would "just" split one's banelings. | ||
|
Pentarp
227 Posts
On November 17 2019 09:54 Ben... wrote: I thought the observer speed buff was reasonable because the previous speed was from a time when maps were tiny compared to how they are today. It made sense that observers be a bit faster because it would otherwise take them much longer to get across the map or move between bases. It's somewhat akin to how they boosted the speed of overlords once maps started to get bigger. When the game first came out, overlords were incredibly slow, but as maps got bigger overlords could be less and less relied upon for scouting because it took forever for them to cross the map, which put zerg at a scouting disadvantage. And yes, I agree with everyone saying their stated reason for reverting the observer change is bad. There's tons of cases in the game where someone just barely misses something, and it's no different with observers. By that logic they should nerf DT speed too because sometimes terrans don't get them with one scan or remove medivac boost because they often get away with one shot of health left when being defended. It's silly. So, are we making scans bigger too since the maps are getting bigger? The Protoss QQ in this thread is delicious. The same reaction when EMP buff was introduced. Cry me a river. | ||
|
WombaT
Northern Ireland26248 Posts
On November 20 2019 09:36 Pentarp wrote: Show nested quote + On November 17 2019 09:54 Ben... wrote: I thought the observer speed buff was reasonable because the previous speed was from a time when maps were tiny compared to how they are today. It made sense that observers be a bit faster because it would otherwise take them much longer to get across the map or move between bases. It's somewhat akin to how they boosted the speed of overlords once maps started to get bigger. When the game first came out, overlords were incredibly slow, but as maps got bigger overlords could be less and less relied upon for scouting because it took forever for them to cross the map, which put zerg at a scouting disadvantage. And yes, I agree with everyone saying their stated reason for reverting the observer change is bad. There's tons of cases in the game where someone just barely misses something, and it's no different with observers. By that logic they should nerf DT speed too because sometimes terrans don't get them with one scan or remove medivac boost because they often get away with one shot of health left when being defended. It's silly. So, are we making scans bigger too since the maps are getting bigger? The Protoss QQ in this thread is delicious. The same reaction when EMP buff was introduced. Cry me a river. EMP buff is pretty big. Plus the charge nerf is pretty big. Might work out in a better and more dynamic matchup, stilll pretty sizeable nerfs. If you want to characterise the least whiny race of the 3 in the game by as whiners by all means go ahead though, don’t think I’ll be alone in thinking you’re talking shit | ||
|
Pentarp
227 Posts
On November 20 2019 09:53 Wombat_NI wrote: Show nested quote + On November 20 2019 09:36 Pentarp wrote: On November 17 2019 09:54 Ben... wrote: I thought the observer speed buff was reasonable because the previous speed was from a time when maps were tiny compared to how they are today. It made sense that observers be a bit faster because it would otherwise take them much longer to get across the map or move between bases. It's somewhat akin to how they boosted the speed of overlords once maps started to get bigger. When the game first came out, overlords were incredibly slow, but as maps got bigger overlords could be less and less relied upon for scouting because it took forever for them to cross the map, which put zerg at a scouting disadvantage. And yes, I agree with everyone saying their stated reason for reverting the observer change is bad. There's tons of cases in the game where someone just barely misses something, and it's no different with observers. By that logic they should nerf DT speed too because sometimes terrans don't get them with one scan or remove medivac boost because they often get away with one shot of health left when being defended. It's silly. So, are we making scans bigger too since the maps are getting bigger? The Protoss QQ in this thread is delicious. The same reaction when EMP buff was introduced. Cry me a river. EMP buff is pretty big. Plus the charge nerf is pretty big. Might work out in a better and more dynamic matchup, stilll pretty sizeable nerfs. If you want to characterise the least whiny race of the 3 in the game by as whiners by all means go ahead though, don’t think I’ll be alone in thinking you’re talking shit I am characterizing the posts here made by individuals such as yourself. The non-whiner Protoss are not busy making a mountain of a molehill. | ||
|
Ben...
Canada3485 Posts
On November 20 2019 09:36 Pentarp wrote: Show nested quote + On November 17 2019 09:54 Ben... wrote: I thought the observer speed buff was reasonable because the previous speed was from a time when maps were tiny compared to how they are today. It made sense that observers be a bit faster because it would otherwise take them much longer to get across the map or move between bases. It's somewhat akin to how they boosted the speed of overlords once maps started to get bigger. When the game first came out, overlords were incredibly slow, but as maps got bigger overlords could be less and less relied upon for scouting because it took forever for them to cross the map, which put zerg at a scouting disadvantage. And yes, I agree with everyone saying their stated reason for reverting the observer change is bad. There's tons of cases in the game where someone just barely misses something, and it's no different with observers. By that logic they should nerf DT speed too because sometimes terrans don't get them with one scan or remove medivac boost because they often get away with one shot of health left when being defended. It's silly. So, are we making scans bigger too since the maps are getting bigger? The Protoss QQ in this thread is delicious. The same reaction when EMP buff was introduced. Cry me a river. I wasn't whining at all. I was just pointing out why I thought the initial change made sense since it followed similar logic to past scouting-based changes, and how their reasoning for walking back the change was bad because it seemed subjective in a way they usually aren't. The only person with a hostile tone right now in this thread is you. There's no need for that. | ||
|
Pentarp
227 Posts
On November 20 2019 11:15 Ben... wrote: Show nested quote + On November 20 2019 09:36 Pentarp wrote: On November 17 2019 09:54 Ben... wrote: I thought the observer speed buff was reasonable because the previous speed was from a time when maps were tiny compared to how they are today. It made sense that observers be a bit faster because it would otherwise take them much longer to get across the map or move between bases. It's somewhat akin to how they boosted the speed of overlords once maps started to get bigger. When the game first came out, overlords were incredibly slow, but as maps got bigger overlords could be less and less relied upon for scouting because it took forever for them to cross the map, which put zerg at a scouting disadvantage. And yes, I agree with everyone saying their stated reason for reverting the observer change is bad. There's tons of cases in the game where someone just barely misses something, and it's no different with observers. By that logic they should nerf DT speed too because sometimes terrans don't get them with one scan or remove medivac boost because they often get away with one shot of health left when being defended. It's silly. So, are we making scans bigger too since the maps are getting bigger? The Protoss QQ in this thread is delicious. The same reaction when EMP buff was introduced. Cry me a river. I wasn't whining at all. I was just pointing out why I thought the initial change made sense since it followed similar logic to past scouting-based changes, and how their reasoning for walking back the change was bad because it seemed subjective in a way they usually aren't. The only person with a hostile tone right now in this thread is you. There's no need for that. On November 20 2019 09:53 Wombat_NI wrote: If you want to characterise the least whiny race of the 3 in the game by as whiners by all means go ahead though, don’t think I’ll be alone in thinking you’re talking shit Are you sure? | ||
|
Harris1st
Germany7075 Posts
Observers are mainly to detect invisible units and drops/ attacks and scouting (specially in the early to midgame) has to be done with either oracles or sentrys so that doesn't change | ||
|
WombaT
Northern Ireland26248 Posts
On November 20 2019 18:04 Harris1st wrote: Well, if there was a ladder for whining, Terran surely is miles ahead of the other two. Observers are mainly to detect invisible units and drops/ attacks and scouting (specially in the early to midgame) has to be done with either oracles or sentrys so that doesn't change It is somewhat bizarre that Protoss have the only unit that is designed purely for scouting and info and it’s not great in that capacity anymore. Even pre speed nerf if that goes through, tech paths in Legacy are set quicker and it takes ages to traverse some maps. Luckily Protoss has other decent options, but still. Really don’t understand this nerf to speed, especially with the Raven getting a speed boost. | ||
|
WombaT
Northern Ireland26248 Posts
On November 20 2019 11:28 Pentarp wrote: Show nested quote + On November 20 2019 11:15 Ben... wrote: On November 20 2019 09:36 Pentarp wrote: On November 17 2019 09:54 Ben... wrote: I thought the observer speed buff was reasonable because the previous speed was from a time when maps were tiny compared to how they are today. It made sense that observers be a bit faster because it would otherwise take them much longer to get across the map or move between bases. It's somewhat akin to how they boosted the speed of overlords once maps started to get bigger. When the game first came out, overlords were incredibly slow, but as maps got bigger overlords could be less and less relied upon for scouting because it took forever for them to cross the map, which put zerg at a scouting disadvantage. And yes, I agree with everyone saying their stated reason for reverting the observer change is bad. There's tons of cases in the game where someone just barely misses something, and it's no different with observers. By that logic they should nerf DT speed too because sometimes terrans don't get them with one scan or remove medivac boost because they often get away with one shot of health left when being defended. It's silly. So, are we making scans bigger too since the maps are getting bigger? The Protoss QQ in this thread is delicious. The same reaction when EMP buff was introduced. Cry me a river. I wasn't whining at all. I was just pointing out why I thought the initial change made sense since it followed similar logic to past scouting-based changes, and how their reasoning for walking back the change was bad because it seemed subjective in a way they usually aren't. The only person with a hostile tone right now in this thread is you. There's no need for that. Show nested quote + On November 20 2019 09:53 Wombat_NI wrote: If you want to characterise the least whiny race of the 3 in the game by as whiners by all means go ahead though, don’t think I’ll be alone in thinking you’re talking shit Are you sure? Apologies for the hostility was uncalled for but there’s a relatively consistent pattern that irritates me. 1. People complain about Protoss incessantly, regardless of if they’re actually OP or not. 2. Protoss gets nerfed, or a race gets a vP targeted buff. Protoss players are concerned as to said changes. 3. Said changes get made anyway and Protoss sucks in a matchup. People said TL’s Protoss contingent were biased and QQing when we were warning that nerfing the Prism, buffing overlord speed without looking at the PvZ lategame would make Z too favoured in the matchup. Which was exactly what happened, and could easily happen in PvT too if Blizz aren’t careful. At the real top level PvT is decent IMO, EMP change was a strong impactful one, not OP I don’t think but it definitely helped. Not a perfect matchup yet but not bad, IMO. | ||
|
deacon.frost
Czech Republic12129 Posts
On November 20 2019 22:02 Wombat_NI wrote: Show nested quote + On November 20 2019 18:04 Harris1st wrote: Well, if there was a ladder for whining, Terran surely is miles ahead of the other two. Observers are mainly to detect invisible units and drops/ attacks and scouting (specially in the early to midgame) has to be done with either oracles or sentrys so that doesn't change It is somewhat bizarre that Protoss have the only unit that is designed purely for scouting and info and it’s not great in that capacity anymore. Even pre speed nerf if that goes through, tech paths in Legacy are set quicker and it takes ages to traverse some maps. Luckily Protoss has other decent options, but still. Really don’t understand this nerf to speed, especially with the Raven getting a speed boost. Wrong It never was good in the scouting. That's why we got the free hallucination upgrade It was too slow in WoL either but we had nothing else so we had to live with it ![]() | ||
|
Harris1st
Germany7075 Posts
On November 20 2019 22:02 Wombat_NI wrote: Show nested quote + On November 20 2019 18:04 Harris1st wrote: Well, if there was a ladder for whining, Terran surely is miles ahead of the other two. Observers are mainly to detect invisible units and drops/ attacks and scouting (specially in the early to midgame) has to be done with either oracles or sentrys so that doesn't change It is somewhat bizarre that Protoss have the only unit that is designed purely for scouting and info and it’s not great in that capacity anymore. Even pre speed nerf if that goes through, tech paths in Legacy are set quicker and it takes ages to traverse some maps. Luckily Protoss has other decent options, but still. Really don’t understand this nerf to speed, especially with the Raven getting a speed boost. I agree with deacon here. Observers are NOT for scouting but for detecting danger. It would be nice to give the Observer a spell of some sort to make it more unique and in other ways useful. Like for example a minimap reveal spell(similar to Sensor Tower) which can tag one unit for a minute, to make up for its slow move speed, on a cooldown | ||
|
MockHamill
Sweden1798 Posts
Normally Blizzard tries to balance for pro level, but Blizzard made observers more F2 friendly which is balancing for gold level. Has anything like that happened before? Blizzard intentionally trying to balance the game for low level gameplay? | ||
|
Cyro
United Kingdom20323 Posts
On November 20 2019 23:37 MockHamill wrote: Are observers the only unit Blizzard intentionally made more F2 friendly? Normally Blizzard tries to balance for pro level, but Blizzard made observers more F2 friendly which is balancing for gold level. Has anything like that happened before? Blizzard intentionally trying to balance the game for low level gameplay? F2 friendly? Are you referring to the deploy mode that they put on obs and overseers? That deploy is used plenty by pros without having anything to do with the select all units command. Blizzard intentionally trying to balance the game for low level gameplay? That's something that they regularly take into consideration for all three races, it's come up numerous times in the discussion blue posts | ||
|
Deleted User 132135
702 Posts
On November 16 2019 04:40 SC-Shield wrote: Show nested quote + Void Ray New upgrade found on the Fleet Beacon: Flux Vanes Increases the Void Ray’s movement speed from 3.5 to 4.65. Increases the Void Ray’s acceleration from 2.8 to 3.76. I know balance patches aren't for team games, but this will make team games even less enjoyable. Games will be full of noobs who mass void rays and run away with super fast void rays. Also, "team games don't matter" is bad attitude because most people play casual StarCraft (custom games and team games), so if you demotivate these people, there will be even less people playing. So I thought the goal wasn't to have less players than games of competitors. ![]() Even for 1vs1, this change doesn't make much sense. Most protoss players at high level rarely make void rays, especially after fleet beacon. And when it's that late in game, it's likely they'll use recall to escape instead. It will be unlikely such people would have mass void ray army, but instead they'll also have tempests and carriers which can't fly away as fast as this void ray upgrade. Totally useless idea both for 1vs1 and team games if you ask me. On November 16 2019 16:36 hiroshOne wrote: 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. I want to emphasize these 2 posts. On the one hand I agree to post 1, on the other hand a change like that could take the VR out of the noob unit state that it is in a bit right now. It will for sure cause need for further changes of the unit afterwards, but thats actually a way to go with the unit. The second thing seems more important to me. VRs are a good counter to corruptors already and will get even better. With nerfed infestors and the mothership buff, it might get problematic to at all counter the protoss air anymore. And then back to post 1, in order to not neglect team games altogether, it would make protoss air even more dominating in teamgames. But all that is without taken into account the new infestor ability. I mean 50% less damage from air units is a lot, especially in team games. Infestors will become a must have unit in team games so you can just spam the ability on bio and other units of your teammates. I think this will have to be nerfed to 40% or even 30% soon. Furthermore I agree that the infested terran should probably just stay in the game as an unfavorable option. Just double the energy cost and keep it as it is, so it can be used but will hurt the infestors a lot and still get the new spell for the infestor. In this regard, is there at all any other unit with 4 spells on it? If not, that might not be an option to be introduced here. | ||
|
MockHamill
Sweden1798 Posts
On November 20 2019 23:49 Cyro wrote: Show nested quote + On November 20 2019 23:37 MockHamill wrote: Are observers the only unit Blizzard intentionally made more F2 friendly? Normally Blizzard tries to balance for pro level, but Blizzard made observers more F2 friendly which is balancing for gold level. Has anything like that happened before? Blizzard intentionally trying to balance the game for low level gameplay? F2 friendly? Are you referring to the deploy mode that they put on obs and overseers? That deploy is used plenty by pros without having anything to do with the select all units command. Yeah it is used by pro players but the reason for making the change was to help F2 players not moving their observers. It so strange compared to the rest of the balance history. Blizzard always tries to balance for pro level, this is the only time I think where Blizzard made changes in order to help gold levels, which also had some impact on pro level. | ||
|
Cyro
United Kingdom20323 Posts
Even for 1vs1, this change doesn't make much sense. Most protoss players at high level rarely make void rays, especially after fleet beacon. And when it's that late in game, it's likely they'll use recall to escape instead. It will be unlikely such people would have mass void ray army, but instead they'll also have tempests and carriers which can't fly away as fast as this void ray upgrade. Totally useless idea both for 1vs1 and team games if you ask me. The speed and acceleration change has an enormous impact on the combat power and harass potential of Vrays.. being able to fly back to your base faster is only a bonus. You can bounce between bases to stretch defenders thin or chase down armies which took a bad engagement rather than having them disengage and run off with no further losses. The slow acceleration of the voidray combined with the fact that it often has to stand still to apply damage (thus slowing down and having to accelerate again) makes it clunky to use and the accel boost from flux vanes improves that dramatically. | ||
|
Cyro
United Kingdom20323 Posts
On November 20 2019 23:54 MockHamill wrote: Show nested quote + On November 20 2019 23:49 Cyro wrote: On November 20 2019 23:37 MockHamill wrote: Are observers the only unit Blizzard intentionally made more F2 friendly? Normally Blizzard tries to balance for pro level, but Blizzard made observers more F2 friendly which is balancing for gold level. Has anything like that happened before? Blizzard intentionally trying to balance the game for low level gameplay? F2 friendly? Are you referring to the deploy mode that they put on obs and overseers? That deploy is used plenty by pros without having anything to do with the select all units command. Yeah it is used by pro players but the reason for making the change was to help F2 players not moving their observers Source? Observer New ability "Surveillance Mode." Increases vision by 25% and immobilizes the observer. Overseer New ability "Oversight" Increases vision by 25% and immobilizes the Overseer. Nothing about select all units button in here, it's not only Protoss. I don't even agree about it being done for the reasons that you say because the ability is designed to be interesting and useful in pro play all the same, there was a follow up change which removes sounds and makes observers harder to see while deployed. It so strange compared to the rest of the balance history. Blizzard always tries to balance for pro level, this is the only time I think where Blizzard made changes in order to help gold levels, which also had some impact on pro level. No. Stop with the loaded questions, it's a very dishonest way to "debate". | ||
|
Mariam Praise
1 Post
| ||
|
Deleted User 132135
702 Posts
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 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. Considering the fact that new generations don't grow up that much with computers anymore but instead with smartphones and probably still consoles, making the game more fun, which is as well something concerning me, means to make it more fun for an aging target group. For this target group it will get less and less fun to have click speed (or pure mechanics) be translated into skill but instead things like decision making. And that in the end means to take away the speed of the game at several different points. People are eager to find the old RTS gameplay of Age of Empires back, where matches could last hours upon hours. Ok, lets not ovedo it, but as well broodwar was a way less fast paced game than SC2 is too in reaching late games as in fights itself, which took way longer and gave more time to micro and make a difference than SC2 stim storm splash done, where pre fight setup (positioning) have a bigger impact than it probably should. Overall, what I want to say is, making SC2 a more fun game wont probably be possible in the tight corset of a 10 to 15 minute gameplay, which it now is on average. | ||
|
Slydie
1929 Posts
On November 21 2019 00:10 LSN wrote: Show nested quote + 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 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. Considering the fact that new generations don't grow up that much with computers anymore but instead with smartphones and probably still consoles, making the game more fun, which is as well something concerning me, means to make it more fun for an aging target group. For this target group it will get less and less fun to have click speed (or pure mechanics) be translated into skill but instead things like decision making. And that in the end means to take away the speed of the game at several different points. People are eager to find the old RTS gameplay of Age of Empires back, where matches could last hours upon hours. Ok, lets not ovedo it, but as well broodwar was a way less fast paced game than SC2 is too in reaching late games as in fights itself, which took way longer and gave more time to micro and make a difference than SC2 stim storm splash done, where pre fight setup (positioning) have a bigger impact than it probably should. Overall, what I want to say is, making SC2 a more fun game wont probably be possible in the tight corset of a 10 to 15 minute gameplay, which it now is on average. I actually think they got that part right, even a 15 min game is long these days, it is 3-4 times as much as the average phone game takes. Even older people spend seconds scanning though stuff on the internet, often missing out on important details. I don't think building workers and buildings is that fun and they did an effort to make sure race race has some early game scermish options. Every WOL vod starting up with casters trying to talked about something interesting outside of the game got old pretty fast... | ||
|
InfestedNeurone
18 Posts
On November 21 2019 00:54 Slydie wrote: Show nested quote + On November 21 2019 00:10 LSN wrote: 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 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. Considering the fact that new generations don't grow up that much with computers anymore but instead with smartphones and probably still consoles, making the game more fun, which is as well something concerning me, means to make it more fun for an aging target group. For this target group it will get less and less fun to have click speed (or pure mechanics) be translated into skill but instead things like decision making. And that in the end means to take away the speed of the game at several different points. People are eager to find the old RTS gameplay of Age of Empires back, where matches could last hours upon hours. Ok, lets not ovedo it, but as well broodwar was a way less fast paced game than SC2 is too in reaching late games as in fights itself, which took way longer and gave more time to micro and make a difference than SC2 stim storm splash done, where pre fight setup (positioning) have a bigger impact than it probably should. Overall, what I want to say is, making SC2 a more fun game wont probably be possible in the tight corset of a 10 to 15 minute gameplay, which it now is on average. I actually think they got that part right, even a 15 min game is long these days, it is 3-4 times as much as the average phone game takes. Even older people spend seconds scanning though stuff on the internet, often missing out on important details. I don't think building workers and buildings is that fun and they did an effort to make sure race race has some early game scermish options. Every WOL vod starting up with casters trying to talked about something interesting outside of the game got old pretty fast... Making buildings, workers, gathering resources, expanding your empire and large "slow" epic battles have always been part of the RTS genre. If ppl keep flooding Blizz with moba-wannabe feedbacks, sc2 is definitely doomed. On a side note, I think wc3 (which is not a rts in my humble opinion) ruined the concept of rts. A lot of people loved wc3 for the heroes arena feeling but then mobas came out and unfortunately the game companies kept emulating if not cloning the wc3 model resulting in a moba-wannabe generation of RTS. Soon or later the phone normies era will come to an end in order for nerd games to be back on track. | ||
|
Cyro
United Kingdom20323 Posts
Every WOL vod starting up with casters trying to talked about something interesting outside of the game got old pretty fast... They always did that even when there were plenty of interesting things happening in the game, i take it more of a sign of bad casting than bad gameplay. ESPECIALLY since we still see it very regularly today. B and C-level casters will be talking about what type of dog they like while player 1 is attacking player 2 with blink stalkers. Never once mentioning the twilight council or blink research, let alone any kind of small detail like unit positioning or worker count differentials! --- I think in LOTV the economy stuff is actually a bit fast. You have to be thinking and acting on expansions such a huge fraction of the time to be any good, there's always something to do and focusing attention instead on "more fun" (subjective) things like unit positioning and control will set you surprisingly far behind if it compromises your economy just a little bit. | ||
|
MrMischelito
347 Posts
| ||
|
BonitiilloO
Dominican Republic627 Posts
| ||
|
Ben...
Canada3485 Posts
On November 21 2019 04:41 BonitiilloO wrote: So. After couple of days with this patch waht is the consensus? Are match more even or something got broken? How are matchups working out now? The patch isn't live yet. That will happen next Tuesday. Homestory Cup will be held on it this weekend so we'll see then. | ||
|
BabelFish1
186 Posts
On November 21 2019 04:47 Ben... wrote: Show nested quote + On November 21 2019 04:41 BonitiilloO wrote: So. After couple of days with this patch waht is the consensus? Are match more even or something got broken? How are matchups working out now? The patch isn't live yet. That will happen next Tuesday. Homestory Cup will be held on it this weekend so we'll see then. I'm convinced it's going to be massively Terran favored. TvZ might be balanced but TvP is looking like it's going to be hilariously broken in favor of Terran. Chargelots were needed to hold allins from the Terran. Without them and with 11 second Interference Matrix and with a massive buff to ranged Liberator production...I don't see what Protoss is going to do other than cheese every game or lose to Terran 2 base allins. HSC will show for sure. | ||
|
deacon.frost
Czech Republic12129 Posts
On November 21 2019 00:54 Slydie wrote: Show nested quote + On November 21 2019 00:10 LSN wrote: 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 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. Considering the fact that new generations don't grow up that much with computers anymore but instead with smartphones and probably still consoles, making the game more fun, which is as well something concerning me, means to make it more fun for an aging target group. For this target group it will get less and less fun to have click speed (or pure mechanics) be translated into skill but instead things like decision making. And that in the end means to take away the speed of the game at several different points. People are eager to find the old RTS gameplay of Age of Empires back, where matches could last hours upon hours. Ok, lets not ovedo it, but as well broodwar was a way less fast paced game than SC2 is too in reaching late games as in fights itself, which took way longer and gave more time to micro and make a difference than SC2 stim storm splash done, where pre fight setup (positioning) have a bigger impact than it probably should. Overall, what I want to say is, making SC2 a more fun game wont probably be possible in the tight corset of a 10 to 15 minute gameplay, which it now is on average. I actually think they got that part right, even a 15 min game is long these days, it is 3-4 times as much as the average phone game takes. Even older people spend seconds scanning though stuff on the internet, often missing out on important details. I don't think building workers and buildings is that fun and they did an effort to make sure race race has some early game scermish options. Every WOL vod starting up with casters trying to talked about something interesting outside of the game got old pretty fast... And today that's not happening. Wait, it is! So what did we really achieve? Shorter games and? ![]() On November 21 2019 05:06 BabelFish1 wrote: Show nested quote + On November 21 2019 04:47 Ben... wrote: On November 21 2019 04:41 BonitiilloO wrote: So. After couple of days with this patch waht is the consensus? Are match more even or something got broken? How are matchups working out now? The patch isn't live yet. That will happen next Tuesday. Homestory Cup will be held on it this weekend so we'll see then. I'm convinced it's going to be massively Terran favored. TvZ might be balanced but TvP is looking like it's going to be hilariously broken in favor of Terran. Chargelots were needed to hold allins from the Terran. Without them and with 11 second Interference Matrix and with a massive buff to ranged Liberator production...I don't see what Protoss is going to do other than cheese every game or lose to Terran 2 base allins. HSC will show for sure. IMO HSC is too early after the patch, so it won't tell that much, late December or January would tell more. | ||
|
BabelFish1
186 Posts
On November 21 2019 06:00 deacon.frost wrote: Show nested quote + On November 21 2019 00:54 Slydie wrote: On November 21 2019 00:10 LSN wrote: 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 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. Considering the fact that new generations don't grow up that much with computers anymore but instead with smartphones and probably still consoles, making the game more fun, which is as well something concerning me, means to make it more fun for an aging target group. For this target group it will get less and less fun to have click speed (or pure mechanics) be translated into skill but instead things like decision making. And that in the end means to take away the speed of the game at several different points. People are eager to find the old RTS gameplay of Age of Empires back, where matches could last hours upon hours. Ok, lets not ovedo it, but as well broodwar was a way less fast paced game than SC2 is too in reaching late games as in fights itself, which took way longer and gave more time to micro and make a difference than SC2 stim storm splash done, where pre fight setup (positioning) have a bigger impact than it probably should. Overall, what I want to say is, making SC2 a more fun game wont probably be possible in the tight corset of a 10 to 15 minute gameplay, which it now is on average. I actually think they got that part right, even a 15 min game is long these days, it is 3-4 times as much as the average phone game takes. Even older people spend seconds scanning though stuff on the internet, often missing out on important details. I don't think building workers and buildings is that fun and they did an effort to make sure race race has some early game scermish options. Every WOL vod starting up with casters trying to talked about something interesting outside of the game got old pretty fast... And today that's not happening. Wait, it is! So what did we really achieve? Shorter games and? ![]() Show nested quote + On November 21 2019 05:06 BabelFish1 wrote: On November 21 2019 04:47 Ben... wrote: On November 21 2019 04:41 BonitiilloO wrote: So. After couple of days with this patch waht is the consensus? Are match more even or something got broken? How are matchups working out now? The patch isn't live yet. That will happen next Tuesday. Homestory Cup will be held on it this weekend so we'll see then. I'm convinced it's going to be massively Terran favored. TvZ might be balanced but TvP is looking like it's going to be hilariously broken in favor of Terran. Chargelots were needed to hold allins from the Terran. Without them and with 11 second Interference Matrix and with a massive buff to ranged Liberator production...I don't see what Protoss is going to do other than cheese every game or lose to Terran 2 base allins. HSC will show for sure. IMO HSC is too early after the patch, so it won't tell that much, late December or January would tell more. My issue is that an emergency patch may be needed before then. The changes to Protoss are...very, very concerning and at least on paper, it's going to make any Terran who doesn't ram MMM into them pretty strong. To the point where mid game might be nigh impossible for Protoss. | ||
|
WombaT
Northern Ireland26248 Posts
On November 21 2019 05:06 BabelFish1 wrote: Show nested quote + On November 21 2019 04:47 Ben... wrote: On November 21 2019 04:41 BonitiilloO wrote: So. After couple of days with this patch waht is the consensus? Are match more even or something got broken? How are matchups working out now? The patch isn't live yet. That will happen next Tuesday. Homestory Cup will be held on it this weekend so we'll see then. I'm convinced it's going to be massively Terran favored. TvZ might be balanced but TvP is looking like it's going to be hilariously broken in favor of Terran. Chargelots were needed to hold allins from the Terran. Without them and with 11 second Interference Matrix and with a massive buff to ranged Liberator production...I don't see what Protoss is going to do other than cheese every game or lose to Terran 2 base allins. HSC will show for sure. HSC will IMO merely showcase what trying to play old styles in PvT will look like on the new patch, which IMO sees Protoss getting pounded. I think we need some time for Protoss to adjust before we can make judgements. As it stands Terrans can basically play like they do now when the patch hits, but that will be outright better vs Protoss players playing like they are now. I really do not see the current standard macro flow of Protoss powering hardcore with an early 3rd being nearly as hard to punish as it is now, and Protoss have played like that for a long time. It’ll always take longer for a race to completely adjust stylistically to a patch than their opponents who will be able to have the same basic game plans only ‘better’ So I think HSC will be interesting to observe for sure but too soon after the patch to really be conclusive about how PvT looks in the longer term | ||
|
BabelFish1
186 Posts
On November 21 2019 07:38 Wombat_NI wrote: Show nested quote + On November 21 2019 05:06 BabelFish1 wrote: On November 21 2019 04:47 Ben... wrote: On November 21 2019 04:41 BonitiilloO wrote: So. After couple of days with this patch waht is the consensus? Are match more even or something got broken? How are matchups working out now? The patch isn't live yet. That will happen next Tuesday. Homestory Cup will be held on it this weekend so we'll see then. I'm convinced it's going to be massively Terran favored. TvZ might be balanced but TvP is looking like it's going to be hilariously broken in favor of Terran. Chargelots were needed to hold allins from the Terran. Without them and with 11 second Interference Matrix and with a massive buff to ranged Liberator production...I don't see what Protoss is going to do other than cheese every game or lose to Terran 2 base allins. HSC will show for sure. HSC will IMO merely showcase what trying to play old styles in PvT will look like on the new patch, which IMO sees Protoss getting pounded. I think we need some time for Protoss to adjust before we can make judgements. As it stands Terrans can basically play like they do now when the patch hits, but that will be outright better vs Protoss players playing like they are now. I really do not see the current standard macro flow of Protoss powering hardcore with an early 3rd being nearly as hard to punish as it is now, and Protoss have played like that for a long time. It’ll always take longer for a race to completely adjust stylistically to a patch than their opponents who will be able to have the same basic game plans only ‘better’ So I think HSC will be interesting to observe for sure but too soon after the patch to really be conclusive about how PvT looks in the longer term My main concern is that with Terran's 2 base allins getting buffed, their raven timings being buffed and with charge being nerfed...how is Protoss supposed to even take a 3rd? You can;t build it in your main and float it, you can't open with a Nexi or even go gate expand without severe risk, unlike zerg who can go expand pool, pool expand or pool double expand with no issues of being allin'd as a result. Charge was the lynch pin and with an 11 second IM, Protoss aren't allowed to use other lynch pins. Annnd then there's the Adept and Observer nerfs... | ||
|
JJH777
United States4415 Posts
| ||
|
WombaT
Northern Ireland26248 Posts
On November 21 2019 07:55 BabelFish1 wrote: Show nested quote + On November 21 2019 07:38 Wombat_NI wrote: On November 21 2019 05:06 BabelFish1 wrote: On November 21 2019 04:47 Ben... wrote: On November 21 2019 04:41 BonitiilloO wrote: So. After couple of days with this patch waht is the consensus? Are match more even or something got broken? How are matchups working out now? The patch isn't live yet. That will happen next Tuesday. Homestory Cup will be held on it this weekend so we'll see then. I'm convinced it's going to be massively Terran favored. TvZ might be balanced but TvP is looking like it's going to be hilariously broken in favor of Terran. Chargelots were needed to hold allins from the Terran. Without them and with 11 second Interference Matrix and with a massive buff to ranged Liberator production...I don't see what Protoss is going to do other than cheese every game or lose to Terran 2 base allins. HSC will show for sure. HSC will IMO merely showcase what trying to play old styles in PvT will look like on the new patch, which IMO sees Protoss getting pounded. I think we need some time for Protoss to adjust before we can make judgements. As it stands Terrans can basically play like they do now when the patch hits, but that will be outright better vs Protoss players playing like they are now. I really do not see the current standard macro flow of Protoss powering hardcore with an early 3rd being nearly as hard to punish as it is now, and Protoss have played like that for a long time. It’ll always take longer for a race to completely adjust stylistically to a patch than their opponents who will be able to have the same basic game plans only ‘better’ So I think HSC will be interesting to observe for sure but too soon after the patch to really be conclusive about how PvT looks in the longer term My main concern is that with Terran's 2 base allins getting buffed, their raven timings being buffed and with charge being nerfed...how is Protoss supposed to even take a 3rd? You can;t build it in your main and float it, you can't open with a Nexi or even go gate expand without severe risk, unlike zerg who can go expand pool, pool expand or pool double expand with no issues of being allin'd as a result. Charge was the lynch pin and with an 11 second IM, Protoss aren't allowed to use other lynch pins. Annnd then there's the Adept and Observer nerfs... I share those concerns, I’m just not sure what players can figure out given a bit of time. My instinct is that P have been over-nerfed but on the other hand I do think Protoss were able to power off too few units and a quick 3 while being a bit too safe, which didn’t feel right either. I don’t think the Observer nerf will be super impactful, it might be but it’s the single change that’s most annoyed me this upcoming patch because the reason behind it seems so bloody silly. At the S class level I don’t think PvT was that bad before the EMP buff. With the EMP buff I felt it was in a good place as a matchup, at least at the very very highest level. Now I feel they’re going to over-nerf Protoss, just as happened in PvZ for much of this year but maybe it won’t be that bad. Hard to tell when quite a few things are changing simultaneously. | ||
|
WombaT
Northern Ireland26248 Posts
On November 21 2019 08:14 JJH777 wrote: I don't see how the Raven change is a buff to TvP timings. It is a 3 second increase in exchange for 25 more energy. That is a nerf. Terran is only going to have 1 interference matrix per Raven when attacking now. It’s a buff I think. Raven timings are almost always specifically anti-collosus timings, you’re not trying to hit one when the Protoss has 3-4 of them, so in that scenario it’s more beneficial to have them disabled for longer than being able to disable units that don’t exist. | ||
|
Athenau
571 Posts
On November 21 2019 08:20 Wombat_NI wrote: Show nested quote + On November 21 2019 08:14 JJH777 wrote: I don't see how the Raven change is a buff to TvP timings. It is a 3 second increase in exchange for 25 more energy. That is a nerf. Terran is only going to have 1 interference matrix per Raven when attacking now. It’s a buff I think. Raven timings are almost always specifically anti-collosus timings, you’re not trying to hit one when the Protoss has 3-4 of them, so in that scenario it’s more beneficial to have them disabled for longer than being able to disable units that don’t exist. With 50 energy interference matrix, if the fight is longer than 8 seconds, you can just disable again. The only time a 75 energy interference matrix is a buff is when the fight is longer than 8 seconds AND the Raven has less than 50 energy after those 8 seconds. | ||
|
StarscreamG1
Portugal1653 Posts
I just want the infested terran back, it's part of SC 2, more or less nerfed/buffed. | ||
|
Slydie
1929 Posts
The 1 less range will be felt, it will be harder cover for the liberators now, and disruptors will have an easier time hitting their targets. The big question is the charge nerf of course, but the faster ground speed open possibilities to outplay terran. Speedlots darting around my bases from a warp prism will be very annoying to deal with! Please let it pass at least a couple of big tournaments befor you say it is imba. | ||
|
Cyro
United Kingdom20323 Posts
Protoss: Please don't forget that you need a fusion core to get liberator range now. Fusion Core has been a requirement to research Liberator range for years. This puts the research on a building that was formerly sitting there idle rather than forcing your starport onto a tech lab, so it's removing a formerly necessary production bottleneck. Medivac upgrade is also being moved to there and buffed so we're likely to see a lot more of it (fusion core double dip for lib+medivac upgrades is a lot more attractive than techlabbing your starport for ages and building a fusion core anyway..) | ||
|
Slydie
1929 Posts
On November 21 2019 10:46 Cyro wrote: Show nested quote + Protoss: Please don't forget that you need a fusion core to get liberator range now. Fusion Core has been a requirement to research Liberator range for years. This puts the research on a building that was formerly sitting there idle rather than forcing your starport onto a tech lab, so it's removing a formerly necessary production bottleneck. Medivac upgrade is also being moved to there and buffed so we're likely to see a lot more of it (fusion core double dip for lib+medivac upgrades is a lot more attractive than techlabbing your starport for ages and building a fusion core anyway..) Noob spotted... But the range nerf will be important! | ||
|
Cyro
United Kingdom20323 Posts
| ||
|
MockHamill
Sweden1798 Posts
My guess is that TvZ will be mostly even but ZvP will still be Zerg favored, but less so than now. TvP will probably be balanced. Maybe traditional mech will be viable now when blueflame Hellbat comes out sooner and Zealots will be less opressive. Then again Disruptors will outrange everything Terran has now when Liberator range is nerfed. | ||
|
Tyrhanius
France947 Posts
On November 22 2019 00:49 MockHamill wrote: ZvP will still be Zerg favored, but less so than now. How you come to this conclusion ? In HSC the winrate of Zerg in ZvP is 34.3%...And I haven't seen all the match, but from what i've seen soO and Serral weren't able to beat skytoss. | ||
|
SC3:UED Returns
7 Posts
Stalkers are not worth it spamming at 50 gas cost with so many other things needed. Oh, but only stalkers hit air so. Any true fan of SC knows the amount of upgrades Fleet Beacon had to choose from. Not to mention the wealth of upgrades available at Templar Archives. No one likes tempests. Yet all they do is keep changing it. Carrier had 4 base armor in BW. Someone is very uncreative on the SC2 team at Blizzard. Really; it's a shame what they have done to protoss in this game. User was warned for this post. | ||
|
rayl991
Afghanistan80 Posts
| ||
|
MockHamill
Sweden1798 Posts
On November 23 2019 17:30 Tyrhanius wrote: Show nested quote + On November 22 2019 00:49 MockHamill wrote: ZvP will still be Zerg favored, but less so than now. How you come to this conclusion ? In HSC the winrate of Zerg in ZvP is 34.3%...And I haven't seen all the match, but from what i've seen soO and Serral weren't able to beat skytoss. Because Zerg still have Swarm Host/Nydus which is still really really good in the midgame plus chargelots got weaker. Protoss may be slightly favored late game but vipers are still great vs Protoss. We will see though, no pro player have really adapted to the new patch yet, give it a couple of months first. | ||
|
WombaT
Northern Ireland26248 Posts
On November 23 2019 18:45 SC3:UED Returns wrote: Blizzard done got @utism? It's called add reavers to the gaem. Also, Robotics needs a unit that hits air. Chr1st, it's not that hard. No one likes being forced to build stalkers. Dragoons did more damage and also were 100/80 (more durable). Stalkers are not worth it spamming at 50 gas cost with so many other things needed. Oh, but only stalkers hit air so. Any true fan of SC knows the amount of upgrades Fleet Beacon had to choose from. Not to mention the wealth of upgrades available at Templar Archives. No one likes tempests. Yet all they do is keep changing it. Carrier had 4 base armor in BW. Someone is very uncreative on the SC2 team at Blizzard. Really; it's a shame what they have done to protoss in this game. Someone is uncreative on the Blizzard SC2 team, so... just have Protoss have the same units as BW? | ||
|
WombaT
Northern Ireland26248 Posts
On November 23 2019 17:30 Tyrhanius wrote: Show nested quote + On November 22 2019 00:49 MockHamill wrote: ZvP will still be Zerg favored, but less so than now. How you come to this conclusion ? In HSC the winrate of Zerg in ZvP is 34.3%...And I haven't seen all the match, but from what i've seen soO and Serral weren't able to beat skytoss. The patch isn’t even live yet, it’s early. I didn’t see a huge amount of games just yet, I haven’t seen much lurker play or the ‘not dark swarm’ ability yet, which are at least meant to fill those gaps. Plus in groups there are some real real mismatches too. I don’t think Zerg beats skytoss playing the old way though for sure. Stats is a long term strategic genius. Wasn’t alone in watching many games going ‘why are you playing for the late game, you’ll will lose’ and he did a lot, but he’s got a hell of a lot of practice almost making it work so now he’s got a lot of practice in a patch where it’s going to be much more viable. | ||
|
Tyrhanius
France947 Posts
On November 23 2019 20:17 MockHamill wrote: We will see though, no pro player have really adapted to the new patch yet, give it a couple of months first. Skytoss is OP since 9 years period. If they remove any counter, Zerg won't find a solution for a problem that exists since WOL. IT nerf ? Fine, do the same to carriers ! In HOTS, it was alike = SH vs skytoss. They killed SH, they don't nerf skytoss = skytoss was invincible. So no we don't need months to figure out, actually this change shouldn't have been done because it's silly... But yeah if you're Protoss i guess you want to enjoy free wins for months, but it's not how balance should work, not "make my race OP" because i play it, but make the game balanced for all race. Not to mention mass carrier is also horrible design, casters mention how boring were the games with skytoss. | ||
|
AttackZerg
United States7465 Posts
The true imbalance issue zvp was not solved. Nydus + swarmhost, specifically, early cheap midgame nydus. And the swarmhost. I am fine with lategame skytoss being OP, in terms of fairness, but they skirted the real issue. Nydus will now enter a new age. Expect to see 3+ midgame Nydus worms. Now that zerg has a timer aka before Uber-skytoss, zergs will be desperate to end games sooner. When every toss gets 5 pronged attacks with siege lurkers. I predict the issues of before will reemerge These are my opinions only. I am D1, so .... I am probably wrong. | ||
|
MockHamill
Sweden1798 Posts
On November 23 2019 21:35 Tyrhanius wrote: Show nested quote + On November 23 2019 20:17 MockHamill wrote: We will see though, no pro player have really adapted to the new patch yet, give it a couple of months first. Skytoss is OP since 9 years period. If they remove any counter, Zerg won't find a solution for a problem that exists since WOL. IT nerf ? Fine, do the same to carriers ! In HOTS, it was alike = SH vs skytoss. They killed SH, they don't nerf skytoss = skytoss was invincible. So no we don't need months to figure out, actually this change shouldn't have been done because it's silly... But yeah if you're Protoss i guess you want to enjoy free wins for months, but it's not how balance should work, not "make my race OP" because i play it, but make the game balanced for all race. Not to mention mass carrier is also horrible design, casters mention how boring were the games with skytoss. I am Terran, not Protoss. I do not think sky toss is OP. It is strongest composition in the game, but it is beatable. And you have plenty of ways to kill Protoss in the midgame with both Zerg and Terran. | ||
|
Tyrhanius
France947 Posts
Expect to see 3+ midgame Nydus worms. Now that zerg has a timer aka before Uber-skytoss, zergs will be desperate to end games sooner. When every toss gets 5 pronged attacks with siege lurkers. I predict the issues of before will reemerge Let's be honest the only interesting part of SC2 is mid game, early is just droning/soft harass, lategame is just deathball. Lategame has never been balanced because you can win in midgame at pro level, but the majority of the players have to play lategame. And lategame is terrible to play on SC2, in TvZ Terran is camping under turett/PF/liberator/ghost, Zerg is camping under spores/broodlords/infestor/viper, Protoss is camping under photon/shield skytoss/archons/HT. These composition should be nerfed, and we should have a never ending midgame where after constant actions and fights and one of the two players ends up to take the advantage and wins. But what is happening, is the one who wins, is the one who manages to get his deathball, even if he stayed passive the whole game and achieved nothing. What changed from patch to patch is just who has the strongest deathball in lategame... | ||
|
AttackZerg
United States7465 Posts
On November 23 2019 21:52 Tyrhanius wrote: Show nested quote + Expect to see 3+ midgame Nydus worms. Now that zerg has a timer aka before Uber-skytoss, zergs will be desperate to end games sooner. When every toss gets 5 pronged attacks with siege lurkers. I predict the issues of before will reemerge Let's be honest the only interesting part of SC2 is mid game, early is just droning/soft harass, lategame is just deathball. Lategame has never been balanced because you can win in midgame at pro level, but the majority of the players have to play lategame. And lategame is terrible to play on SC2, in TvZ Terran is camping under turett/PF/liberator/ghost, Zerg is camping under spores/broodlords/infestor/viper, Protoss is camping under photon/shield skytoss/archons/HT. These composition should be nerfed, and we should have a never ending midgame where after constant actions and fights and one of the two players ends up to take the advantage and wins. But what is happening, is the one who wins, is the one who manages to get his deathball, even if he stayed passive the whole game and achieved nothing. What changed from patch to patch is just who has the strongest deathball in lategame... Well Said. | ||
|
SC3:UED Returns
7 Posts
Giving the viking mechanical damage is madness. And what happened to the robotics classification? Let robotic units be classified as robotic. As it was in SC1. Why can't protoss repair? Shields supposedly. At least let them keep their unique robotics class. | ||
|
Hvvacha
82 Posts
On November 24 2019 03:57 SC3:UED Returns wrote: And please, return the 60 shield zealot. Instead they would rather endlessly change charge. Or blink research time. Giving the viking mechanical damage is madness. And what happened to the robotics classification? Let robotic units be classified as robotic. As it was in SC1. Why can't protoss repair? Shields supposedly. At least let them keep their unique robotics class. agree on vikings it hurts tvt too, +15 hp(like they wanted and reverted) and removal of +8 dmg to mech would be nice. | ||
|
JJH777
United States4415 Posts
On November 23 2019 21:35 Tyrhanius wrote: Show nested quote + On November 23 2019 20:17 MockHamill wrote: We will see though, no pro player have really adapted to the new patch yet, give it a couple of months first. Skytoss is OP since 9 years period. If they remove any counter, Zerg won't find a solution for a problem that exists since WOL. IT nerf ? Fine, do the same to carriers ! In HOTS, it was alike = SH vs skytoss. They killed SH, they don't nerf skytoss = skytoss was invincible. So no we don't need months to figure out, actually this change shouldn't have been done because it's silly... But yeah if you're Protoss i guess you want to enjoy free wins for months, but it's not how balance should work, not "make my race OP" because i play it, but make the game balanced for all race. Not to mention mass carrier is also horrible design, casters mention how boring were the games with skytoss. They did nerf skytoss. Carriers are way worse than they were last time mass carrier with HTs was good... Did everyone forget about the carrier nerfs 1 year ago? DPS is way lower and interceptors are produced a lot slower. Even with the recent buff to interceptor build time it's still slower than it was before. | ||
|
WombaT
Northern Ireland26248 Posts
On November 24 2019 08:07 JJH777 wrote: Show nested quote + On November 23 2019 21:35 Tyrhanius wrote: On November 23 2019 20:17 MockHamill wrote: We will see though, no pro player have really adapted to the new patch yet, give it a couple of months first. Skytoss is OP since 9 years period. If they remove any counter, Zerg won't find a solution for a problem that exists since WOL. IT nerf ? Fine, do the same to carriers ! In HOTS, it was alike = SH vs skytoss. They killed SH, they don't nerf skytoss = skytoss was invincible. So no we don't need months to figure out, actually this change shouldn't have been done because it's silly... But yeah if you're Protoss i guess you want to enjoy free wins for months, but it's not how balance should work, not "make my race OP" because i play it, but make the game balanced for all race. Not to mention mass carrier is also horrible design, casters mention how boring were the games with skytoss. They did nerf skytoss. Carriers are way worse than they were last time mass carrier with HTs was good... Did everyone forget about the carrier nerfs 1 year ago? DPS is way lower and interceptors are produced a lot slower. Even with the recent buff to interceptor build time it's still slower than it was before. Also did everyone forget that Skytoss once sucked balls so hard that a player making a Carrier in a pro game was basically a meme for a chunk of WoL? ‘Skytoss has been OP for 9 years’ is preposterous and simply isn’t true | ||
|
SC3:UED Returns
7 Posts
And sadly, blizzard listens. You have Whineito himself, whining in the obs speed nerf, and so on. What makes it worse is blizzard just cannot stop castrating anything protoss might be able to use to win a game. Especially in ZVP. Zerg just runs over protoss. Again the constant, incessant terran whine about TVP makes it even worse for P against Z. Instead we have balance team that actually thinks; the whole balance of the game is based around the research time of blink itself. When blink research was 100/100, you would of thought hell froze over given the response from Tearans. I can think of many simple things that would help protoss, right now, for the next patch. Instead the "Balance Team" (perhaps one gold terran player that can't scan an obs correctly who agrees with WhineIto) would rather nerf obs, endlessly change charge statistics and make more useless changes to the adept. Who no one wanted as a unit anyway, but that is years ago now. 60 shield zealot. Reaver is better than derpruptor by far. Robotics class returned (unit classification). Robo unit that can target air (please tell me the amount of units that come from factory that hit air, it's more than you think). Adepts should be able to hit air (they do in campaign and co op, this is more because of aforementioned robo selection is terrible, so something is needed). Must more unit variety to choose from out of the SC1 Stargate. Yet; sigh, blizzard would rather listen to the TCF, Terran Cry Force. Luckily people like Take are keeping the game alive with the tournament this weekend. Otherwise ladder was looking ded as hell. Just way too many abusive zergs that think it is skill to abuse protoss. And of course throw in the TCF, and the zergs have a lisence to keep doing it. One last point. If protoss had a unit like liberator, that could be shift clicked into massacring worker lines, the tearans would have whined that unit out of the game a long time ago and we all know that to be true. User was temp banned for this post. | ||
|
Geo.Rion
7377 Posts
On November 23 2019 21:24 Wombat_NI wrote: Show nested quote + On November 23 2019 17:30 Tyrhanius wrote: On November 22 2019 00:49 MockHamill wrote: ZvP will still be Zerg favored, but less so than now. How you come to this conclusion ? In HSC the winrate of Zerg in ZvP is 34.3%...And I haven't seen all the match, but from what i've seen soO and Serral weren't able to beat skytoss. The patch isn’t even live yet, it’s early. I didn’t see a huge amount of games just yet, I haven’t seen much lurker play or the ‘not dark swarm’ ability yet, which are at least meant to fill those gaps. Plus in groups there are some real real mismatches too. I don’t think Zerg beats skytoss playing the old way though for sure. Stats is a long term strategic genius. Wasn’t alone in watching many games going ‘why are you playing for the late game, you’ll will lose’ and he did a lot, but he’s got a hell of a lot of practice almost making it work so now he’s got a lot of practice in a patch where it’s going to be much more viable. I dont think we'll see a serious strategy designed around the new infestor ability. Someone might get it for the meme value, but the very early consensus seems to be it's less than viable. I still kinda think Zerg needs to double down on the old way, if it wants to go toe-to-toe in lategame, or just sidestep and try to end it in midgame/ get an insurmountable lead. I think it needs even more spores, less infestors, but some for chain fungals, vipers, some lurkers to bolster the spores and the rest just corruptors. I dont see any "new way" of dealing with the improved Skytoss, like hydra-infestor or anything along those lines. Obviously im no pro, it's still very early to call but that's how i see it. Stats did very poorly for the past 4-5 months, not sure what's up, but he seems to be struggling past his ASUS win. Earlier this year he threw the IEM finals hardcore, by going for that super-weird, super-bad 3 stalker+warprism opening 4 times in a row, for reasons unknown. | ||
|
SC3:UED Returns
7 Posts
Also, love the effort put into Mengsk. But really, without no new maps, i barely play co op anymore. The maps are just so easy and memorized on brutal. I can remember when a new commander meant also a new map with it. Given this year's commander's choices, it looks like blizzard is actually trying to release obscure characters that no one sees coming. If mengsk isn't a hero unit i might get him. Assuming they put the effort and devote a map to patch in with him, which they should do. Really can't stand these one vs map hero units that blizzard likes to force on co op. Seemingly intenionally brought in from moba games. Didn't invest or support tychus, zeratul and so on; these characters that are just so obviously broken and to me not fun to play as an rts. Stetman was straight out of left field, but it seemed like some type of forced creep spread/pylon spread mechanic. Lagman definitely had co op alive as hell for a month or so. But again, no new map, which is a shame for such a big character. Nowadays, rarely get a stet ally. Sure, they have fun aspects to them. And i've played them up thru level 5, getting the achievement and so on. Again, for chr1st sakes, please blizzard more new maps in co op it's just not fun on the same maps no matter how many commanders you do. If I may make some suggestions for upcoming commanders @Blizzard, Kevin Dong and team. And again, this is assuming all of these will come with/include their own unique, strategic and well-thought out map with said commander: Requested Commanders: 1. High Templar Karass. This guy is just such an absolute legend. 2. Tassadar. Been replaying SC1 and the campaign really takes me back. Tassadar is such a legend. Pretty sure the added High Templar attack in SC2 comes from this guy. Love how hallucinations work in SC1 as well. There's one mission in the campaign going against zerg where you have Tassadar. Unit start out includes Tassadar and a shuttle. I eventually drop a stargate to make some scouts too. I had hallucinated scouts and shuttles flying everywhere on the map, scouting out zerg, absorbing scourge hits. Felt like harstem. I could go on here but this guy would be such a good character. One i wouldn't have a problem with being a hero character; assuming: he has exact same stats/abilities that he does when given him during mission in the SC1 campaign. Again these commander requests assume these will be RTS, base-building releases. 3. Selendis. Many people have been asking for her. Me as well. Again, please reach back into SC1 and BW with these commanders for ideas. Just the amount of upgrades that were at Fleet Beacon, Templar Archives and Arbiter Tribunal alone. These could all be used and applied towards these commanders. | ||
|
WombaT
Northern Ireland26248 Posts
On November 24 2019 17:02 Geo.Rion wrote: Show nested quote + On November 23 2019 21:24 Wombat_NI wrote: On November 23 2019 17:30 Tyrhanius wrote: On November 22 2019 00:49 MockHamill wrote: ZvP will still be Zerg favored, but less so than now. How you come to this conclusion ? In HSC the winrate of Zerg in ZvP is 34.3%...And I haven't seen all the match, but from what i've seen soO and Serral weren't able to beat skytoss. The patch isn’t even live yet, it’s early. I didn’t see a huge amount of games just yet, I haven’t seen much lurker play or the ‘not dark swarm’ ability yet, which are at least meant to fill those gaps. Plus in groups there are some real real mismatches too. I don’t think Zerg beats skytoss playing the old way though for sure. Stats is a long term strategic genius. Wasn’t alone in watching many games going ‘why are you playing for the late game, you’ll will lose’ and he did a lot, but he’s got a hell of a lot of practice almost making it work so now he’s got a lot of practice in a patch where it’s going to be much more viable. I dont think we'll see a serious strategy designed around the new infestor ability. Someone might get it for the meme value, but the very early consensus seems to be it's less than viable. I still kinda think Zerg needs to double down on the old way, if it wants to go toe-to-toe in lategame, or just sidestep and try to end it in midgame/ get an insurmountable lead. I think it needs even more spores, less infestors, but some for chain fungals, vipers, some lurkers to bolster the spores and the rest just corruptors. I dont see any "new way" of dealing with the improved Skytoss, like hydra-infestor or anything along those lines. Obviously im no pro, it's still very early to call but that's how i see it. Stats did very poorly for the past 4-5 months, not sure what's up, but he seems to be struggling past his ASUS win. Earlier this year he threw the IEM finals hardcore, by going for that super-weird, super-bad 3 stalker+warprism opening 4 times in a row, for reasons unknown. That opening was legit damnit! Nah it was a cool build but one I’d see more value using once in a BoX not every game. I think you might be right in scenarios where the game is relatively passive and Protoss can get there untouched, I’m just not sure how it’ll pan out but it seems that more aggressive styles may prosper. Ideally (to my tastes anyway) we don’t see a huge amount of Skytoss or BL/Infestor or whatever and have more midgame and ground based gameplay but I’m not confident in predicting whether that’ll happen either way. | ||
|
deacon.frost
Czech Republic12129 Posts
On November 21 2019 05:06 BabelFish1 wrote: Show nested quote + On November 21 2019 04:47 Ben... wrote: On November 21 2019 04:41 BonitiilloO wrote: So. After couple of days with this patch waht is the consensus? Are match more even or something got broken? How are matchups working out now? The patch isn't live yet. That will happen next Tuesday. Homestory Cup will be held on it this weekend so we'll see then. I'm convinced it's going to be massively Terran favored. TvZ might be balanced but TvP is looking like it's going to be hilariously broken in favor of Terran. Chargelots were needed to hold allins from the Terran. Without them and with 11 second Interference Matrix and with a massive buff to ranged Liberator production...I don't see what Protoss is going to do other than cheese every game or lose to Terran 2 base allins. HSC will show for sure. And it really did. Not sure if you like what it shown, I certainly didn't. | ||
|
Deleted User 132135
702 Posts
On November 24 2019 20:20 SC3:UED Returns wrote: ... I think what they could very easily do is to add a variety of macro maps. They are completely missing yet. All maps are built around 1 - 2 base play and doing certain tasks on the map. In macromaps I want to see up to 3 - 4 or even 5 bases for each player and no other tasks on the map than kill all enemies and maybe an adequate bonus goal. Those enemies should involve variations of the cheater resource AIs from the regular Starcraft AIs that put players on a timer to win before they run out of ressources. You could easily create 5 to 7 new maps with that concept to mix them into the existing pool without having the effort of creating 5 to 7 new singular concepts of special tasks. | ||
|
rasi86
44 Posts
But actually we need to figure out how things work, HSC ain't too much of a sample since most guys likely relied on the common builds, even though they played test mod. | ||
|
deacon.frost
Czech Republic12129 Posts
On November 25 2019 04:34 rasi86 wrote: Let's see what the patch brings when it is live for a couple of weeks. Still quite worried about Toss being too bad after the latest changes, since PvT now seems to favour Terran and Nydus/SH in PvZ is still pretty big of a threat. But actually we need to figure out how things work, HSC ain't too much of a sample since most guys likely relied on the common builds, even though they played test mod. The issue is we don't have that many tournaments to affor to wait. Imagine Code S S1 being played on this and it would result in Z > P, T. T > P. As a Protoss player you just lost a season of Code S, you can't move out of the country because a region lock. What do you have to play in? GSL ST1 which may or may not be on another patch, S2 and S3, GSLvTW and ST2. That's not a good look into the future. As it appears this doesn't affect that much WCS as the RO8 is almost always the same no matter what's the patch so you still get at least some money. (also soft region lock of NA and EU) We can't be as generous as we would like to be. But ATM nothing was announced so we can wait few weeks ![]() | ||
|
xongnox
540 Posts
- Mana is 3rd best performing foreigner at HSC, destroying way higer-ranked terans players (Special, Taeja, Heromarine, even doing 1-1 vs Innovation ) - PvT at 64% favouring protoss at HSC. (-Z Still owning hard after a few days learning new meta ?) But you guys already assume T > P ??? What do peoples smoke here ? (i want the same) | ||
|
Comedy
469 Posts
On November 25 2019 05:09 xongnox wrote: if i understand this correctly, we currently have : - Mana is 3rd best performing foreigner at HSC, destroying way higer-ranked terans players (Special, Taeja, Heromarine, even doing 1-1 vs Innovation ) - PvT at 64% favouring protoss at HSC. (-Z Still owning hard after a few days learning new meta ?) But you guys already assume T > P ??? What do peoples smoke here ? (i want the same) It's just serral and reynor owning, all other 'top zergs' kinda got smacked around except for solar who managed to take out stats before being eliminated | ||
|
BabelFish1
186 Posts
On November 25 2019 05:09 xongnox wrote: if i understand this correctly, we currently have : - Mana is 3rd best performing foreigner at HSC, destroying way higer-ranked terans players (Special, Taeja, Heromarine, even doing 1-1 vs Innovation ) - PvT at 64% favouring protoss at HSC. (-Z Still owning hard after a few days learning new meta ?) But you guys already assume T > P ??? What do peoples smoke here ? (i want the same) Historically, Terran have always been slow to adjust and on paper, Terran have a lot of imba options to use in allins vs Protoss. To that end, I wouldn't take HSC XX seriously, it's a funsies tournament. | ||
|
deacon.frost
Czech Republic12129 Posts
On November 25 2019 05:09 xongnox wrote: if i understand this correctly, we currently have : - Mana is 3rd best performing foreigner at HSC, destroying way higer-ranked terans players (Special, Taeja, Heromarine, even doing 1-1 vs Innovation ) - PvT at 64% favouring protoss at HSC. (-Z Still owning hard after a few days learning new meta ?) But you guys already assume T > P ??? What do peoples smoke here ? (i want the same) It was an example, I don't know, how about the example will be P > Z, T; T> Z, zergs got fucked and don't have anything to play in Korea. It's literally the same, no matter what race. Currently people are mostly angry about ZErgs and the "patch fixing everything"(truly, yours zerg players) | ||
|
xongnox
540 Posts
The thing is, yes, it's probably not perfectly balanced 'now' (i.e on patchday). But was it (more) balanced before ? Hell no, not a all, for many it was the worst balance since years. (maybe bl/infestor or blink area imo). One could argue that some people (koreans Terran ?) nearly got the entire year ruined by the balance. So here we are in the eternal debate on patch frequency. If only Real Premiers Tournament informs us decently about balance, then they are always some people getting screwed by balance at major event after a patch. Then either you patch fast, so less people get screwed by present imbalance, but you potentially introduce new imbalance. Or you patch slowly so meta have the time to settle and people can create and optimize strategies that would last, etc, maybe finding solution to other race build/timing/unit/gameplay, etc, but maybe not. And sometime after 6months, well no meta evolution has got us back to balance, and well you go for the nerf and admit X race/units was super imba for last 6 months, sorry. TBH there is no perfect solution. Patching every two weeks would be seen by everyone as stupid (except maybe new design-beta-phase or smth like that) because players can't create meta and evolve decent counter-gameplay (so blizzard literally decides meta and how to play ) But taking a year to address huge huge balance+designs issues like BL/infestor to current total Z domination (from early to end game, but mid too ^^) is just bonkers, and well, BL/infestor did more harm to this game than everything else ever combined. (even warhound or crazy reapers or ... ) So yeah no magic solution but a good approach is to have a good sense of how bad (for players/the game/the viewers) the current situation is, and how is it moving. Very bad + not movement (or worsening) => rapid patch. Decent, maybe some issues, meta evolving => wait. Another good approach is to have a good sense of general principles RTS principles, like defenser advantage and risk-cost-benefit (nothing free, huge potential should come with risk, etc.). For example free invulnerable nydus => totally crazy idea. The last thing, and not even totally Blizzard fault for this time, (and here HSC doesn't show it ) is the issue of map balance. Current map-pool is simply crazy pro-Z. each map is individually good, but way way too many pro-Z maps. That was imho the nail in the coffin. | ||
|
LTCM
174 Posts
| ||
|
Aesto
44 Posts
In WoL and HotS, Protoss could 1) Compete economically on fewer bases 2) Trade cost-efficiently & beat a larger army with a smaller one 3) Keep the Zerg out of the Protoss base through the wall-off 4) Prevent Zerg greed just through the POTENTIAL of Protoss bullshit In LotV: 1) Minerals per base reduced, benefiting the Zerg's ability to expand more 2) Ravagers, Banelings, Lurkers. In HotS, Protoss could handily win engagements where they were 30 supply or more down. Now that Zerg has a way to counter Force Fields and AoE damage of their own, even fights on even supply can sometimes be Zerg-favored. 3) Swarmhost, Nydus; also Overlord drops in early LotV. 4) To the top Zergs, Protoss bullshit just isn't scary anymore. The reason PvZ was more balanced in earlier LotV is because Glaive Adepts, mass Oracles, Immortal all-ins, etc. forced the Zerg to be less greedy. Now, all of those have been nerfed or figured out. Just look at game 2 between Serral and Zest, he took no damage from unscouted DTs with no Spores. In HotS, if Zerg didn't scout Protoss bullshit before it even moved out of their base, the Zerg was dead. Now, Protoss has to take risks with tech just to be even, never mind get ahead. HotS PvZ was Protoss favored (also just SO much more FRUSTRATING for Zerg), so Blizzard had to do something, but imo things have just swung a bit too far in the other direction. This is coming from someone who plays both races, and generally enjoys the PvZ matchup the most for both races, no matter how well I do in it. | ||
|
serendipitous
Canada195 Posts
On November 25 2019 05:17 Comedy wrote: Show nested quote + On November 25 2019 05:09 xongnox wrote: if i understand this correctly, we currently have : - Mana is 3rd best performing foreigner at HSC, destroying way higer-ranked terans players (Special, Taeja, Heromarine, even doing 1-1 vs Innovation ) - PvT at 64% favouring protoss at HSC. (-Z Still owning hard after a few days learning new meta ?) But you guys already assume T > P ??? What do peoples smoke here ? (i want the same) It's just serral and reynor owning, all other 'top zergs' kinda got smacked around except for solar who managed to take out stats before being eliminated soO only lost in ZvZ, Serral and Reynor were both in finals, Solar got pretty far and beat Stats/Trap | ||
|
Slydie
1929 Posts
On November 25 2019 06:14 LTCM wrote: Sure it't only one tournament, but we can say for sure that Skytoss is absolutely still UP verse Zerg. I cannot believe people are still complaining about Toss when we literally have a ZvZ going on and not one toss in the top three even though they brought their best players. Who is complaining about protoss? Zest and Trap did about as well as expected, but were a bit unfortunate to meet in the first winner's match. In general, fatigue seemed to get all the Koreans towards the end of the tournament, and the zergs among them were out pretty early. MaNa had a very good run and Zest took out Solar. There were more protoss than zerg in the Ro16. As expected, one would have to nerf zerg massively to keep Serral and Reynor out of finals, but it wasn't like they didn't drop any maps along the way! | ||
|
xongnox
540 Posts
On November 25 2019 07:41 Aesto wrote: In my eyes, LotV fundamentally tilted the PvZ matchup in favor of the Zerg (even more than HotS PvZ was inherently Protoss-favored), and no nerf to whatever happens to be the current Zerg flavor of the month will change that. In WoL and HotS, Protoss could 1) Compete economically on fewer bases 2) Trade cost-efficiently & beat a larger army with a smaller one 3) Keep the Zerg out of the Protoss base through the wall-off 4) Prevent Zerg greed just through the POTENTIAL of Protoss bullshit In LotV: 1) Minerals per base reduced, benefiting the Zerg's ability to expand more 2) Ravagers, Banelings, Lurkers. In HotS, Protoss could handily win engagements where they were 30 supply or more down. Now that Zerg has a way to counter Force Fields and AoE damage of their own, even fights on even supply can sometimes be Zerg-favored. 3) Swarmhost, Nydus; also Overlord drops in early LotV. 4) To the top Zergs, Protoss bullshit just isn't scary anymore. The reason PvZ was more balanced in earlier LotV is because Glaive Adepts, mass Oracles, Immortal all-ins, etc. forced the Zerg to be less greedy. Now, all of those have been nerfed or figured out. Just look at game 2 between Serral and Zest, he took no damage from unscouted DTs with no Spores. In HotS, if Zerg didn't scout Protoss bullshit before it even moved out of their base, the Zerg was dead. Now, Protoss has to take risks with tech just to be even, never mind get ahead. HotS PvZ was Protoss favored (also just SO much more FRUSTRATING for Zerg), so Blizzard had to do something, but imo things have just swung a bit too far in the other direction. This is coming from someone who plays both races, and generally enjoys the PvZ matchup the most for both races, no matter how well I do in it. Well in fact TvZ has fundamentally the same issue : with good players, most of the time, Zerg just simply begin too good in early and early-mid game.
In either case, the play is strong thanks first to the early and early-mid game putting Z ahead. More drones, less infrastructure to pay, way more vision and scouting, capacity to react thanks to larvae+scouting, etc. So if you have a 'broken' death-ball you can go for it, but as we see more and more it's not even necessary, any semi-decently T2+ trading army can do the job fine when you begin the game with such an advantage. So yes, while nerfing a bit nydus and infestors and BL seems good, Z still is super strong because nothing at all have changed early-game. Still we got way more dynamic and fun games, that's nice !.... ....but not really balanced when Z can shift-click all the game dozens of perfectly defended banes in minerals lines (until at the 14th attempt even a Korean Starcraft God make one mistake and a +2 bane kills 22 probes and win the game ), but if T/P make half an error (i.e not perfect execution on prism/medivacs/anti-banes micro) and loose all chances to win. Still it was the good way to go. Nerf design-horrors such as imba deathballs first. Then when people play a real game with real units we can adjust balance way more easily : one could try to nerf early-game Z (queens ? creep ? spores ? queen anti-air ? roach warren requiring 50 gaz ? they are many many ways), and maybe nerf some zerg units (the baneling ? maybe the +hp buff were a bit too much for same price ?) if it is not enough. | ||
|
xongnox
540 Posts
On November 25 2019 08:47 Slydie wrote: As expected, one would have to nerf zerg massively to keep Serral and Reynor out of finals, but it wasn't like they didn't drop any maps along the way! When top koreans players are invited, a Serral vs Reynor finale is not a grantee at all in 2019. Or even a (Serral or Reynor) title. Or even (Reynor or Serral) in finale. In fact 2019 mixed top premiers tournaments : 4 koreans titles (Stats, Dark, soO, Innovation) and two Serral titles (GSLvsWorld, HSC). Interestingly (or not), Serral won the two less prized tourneys, Reynor only made two final appearance, and well 80%+ of the money went to Koreans pockets. Arguably HSC had not all the best koreans (Maru, TY, Dark, ..) but so neither Blizzcon (TY, Inno, ...) Arguably in a year where Z was by far the best race, and the best performing foreign players are by far zerg players (since, uh, a long long time), witch also have by far the best mirror foreigners vs koreans MU. (mainly meta things) So, while they does not have dominated koreans in 2019, if the balance/meta/maps make koreans Terrans and Protoss strong again in 2020, it will probably be way harder for our 2 foreigners zergs superheroes. | ||
|
Hvvacha
82 Posts
| ||
|
Slydie
1929 Posts
On November 25 2019 10:32 xongnox wrote: Show nested quote + On November 25 2019 07:41 Aesto wrote: In my eyes, LotV fundamentally tilted the PvZ matchup in favor of the Zerg (even more than HotS PvZ was inherently Protoss-favored), and no nerf to whatever happens to be the current Zerg flavor of the month will change that. In WoL and HotS, Protoss could 1) Compete economically on fewer bases 2) Trade cost-efficiently & beat a larger army with a smaller one 3) Keep the Zerg out of the Protoss base through the wall-off 4) Prevent Zerg greed just through the POTENTIAL of Protoss bullshit In LotV: 1) Minerals per base reduced, benefiting the Zerg's ability to expand more 2) Ravagers, Banelings, Lurkers. In HotS, Protoss could handily win engagements where they were 30 supply or more down. Now that Zerg has a way to counter Force Fields and AoE damage of their own, even fights on even supply can sometimes be Zerg-favored. 3) Swarmhost, Nydus; also Overlord drops in early LotV. 4) To the top Zergs, Protoss bullshit just isn't scary anymore. The reason PvZ was more balanced in earlier LotV is because Glaive Adepts, mass Oracles, Immortal all-ins, etc. forced the Zerg to be less greedy. Now, all of those have been nerfed or figured out. Just look at game 2 between Serral and Zest, he took no damage from unscouted DTs with no Spores. In HotS, if Zerg didn't scout Protoss bullshit before it even moved out of their base, the Zerg was dead. Now, Protoss has to take risks with tech just to be even, never mind get ahead. HotS PvZ was Protoss favored (also just SO much more FRUSTRATING for Zerg), so Blizzard had to do something, but imo things have just swung a bit too far in the other direction. This is coming from someone who plays both races, and generally enjoys the PvZ matchup the most for both races, no matter how well I do in it. Well in fact TvZ has fundamentally the same issue : with good players, most of the time, Zerg just simply begin too good in early and early-mid game.
In either case, the play is strong thanks first to the early and early-mid game putting Z ahead. More drones, less infrastructure to pay, way more vision and scouting, capacity to react thanks to larvae+scouting, etc. So if you have a 'broken' death-ball you can go for it, but as we see more and more it's not even necessary, any semi-decently T2+ trading army can do the job fine when you begin the game with such an advantage. So yes, while nerfing a bit nydus and infestors and BL seems good, Z still is super strong because nothing at all have changed early-game. Still we got way more dynamic and fun games, that's nice !.... ....but not really balanced when Z can shift-click all the game dozens of perfectly defended banes in minerals lines (until at the 14th attempt even a Korean Starcraft God make one mistake and a +2 bane kills 22 probes and win the game ), but if T/P make half an error (i.e not perfect execution on prism/medivacs/anti-banes micro) and loose all chances to win. Still it was the good way to go. Nerf design-horrors such as imba deathballs first. Then when people play a real game with real units we can adjust balance way more easily : one could try to nerf early-game Z (queens ? creep ? spores ? queen anti-air ? roach warren requiring 50 gaz ? they are many many ways), and maybe nerf some zerg units (the baneling ? maybe the +hp buff were a bit too much for same price ?) if it is not enough. Nice post! But, as only 4 of 16 of the Ro16 at Homestory cup were zergs, I don't think all hope is out. Stronger T and P players can pull Zergs apart with multipronged harassment, the quicker zealots is a new good tool for that. Both Innovation and Zest did not look good in their last series, so I would not read too much into the fact we had another zvz final. The real question of balance is who wins if both players have a similar skill level and do about the same amount of mistakes and awesome plays. The Cure mech split push on Acropolis vs Reynor was an awesome Terran moment, for example. | ||
|
plainsane
Germany98 Posts
PvT 64.6% win rate. TvZ 48.5% ZvP 50.9% Except for PvT that is quite balanced. | ||
|
CraigWT
97 Posts
Hopefully blizzard can pick up some T/P favored maps in the next map pool and see if it can fixed the balance problem a little bit. | ||
|
Harris1st
Germany7075 Posts
So far I am happy with the patch ![]() Nydus got toned down and super late game ZvP seems good without IT's. Papa Thor is powerful! | ||
|
darklycid
3530 Posts
On November 25 2019 19:24 Harris1st wrote: Zerg is in general more reactionary, so it's no surpirse they did best on the new patch. P and T need to experiment some more with the patch and builds. So far I am happy with the patch ![]() Nydus got toned down and super late game ZvP seems good without IT's. Papa Thor is powerful! Isn't it normally the other way around and zerg does worse on new patches as they have to figure out how to react right versus the new stuff that comes? | ||
|
WombaT
Northern Ireland26248 Posts
On November 25 2019 19:46 darklycid wrote: Show nested quote + On November 25 2019 19:24 Harris1st wrote: Zerg is in general more reactionary, so it's no surpirse they did best on the new patch. P and T need to experiment some more with the patch and builds. So far I am happy with the patch ![]() Nydus got toned down and super late game ZvP seems good without IT's. Papa Thor is powerful! Isn't it normally the other way around and zerg does worse on new patches as they have to figure out how to react right versus the new stuff that comes? I guess it depends what the patch does. If the patch gives P/T new early/midgame aggression potential that’s relatively obvious that dynamic you mentioned tends to be the case for sure. If it’s a patch that alters things later on it takes longer for P and T to figure out the potential and Zerg can get away with sort of playing as before. It’s just harder to get practice in for lategame scenarios than it is in grinding out a build for the opening 5 minutes or whatever. | ||
|
highsis
259 Posts
| ||
|
WombaT
Northern Ireland26248 Posts
On November 25 2019 20:36 highsis wrote: Serral vs Zest late games left me speechless. So Zerg resource lost was like 5~8k minerals less when Zerg is the race with initiatives in more expansions, resources, replenishment, harass defense and harass. Zerg 200 should be at very least weaker than protoss and terran. It was so sad to watch. In general yes such cost efficiency allied to having such a large economy would be an area that I'd be concerned with. On the other hand I really don't think those games were indicative of much besides Zest not really knowing what he's doing in the lategame. | ||
|
Harris1st
Germany7075 Posts
On November 25 2019 19:46 darklycid wrote: Show nested quote + On November 25 2019 19:24 Harris1st wrote: Zerg is in general more reactionary, so it's no surpirse they did best on the new patch. P and T need to experiment some more with the patch and builds. So far I am happy with the patch ![]() Nydus got toned down and super late game ZvP seems good without IT's. Papa Thor is powerful! Isn't it normally the other way around and zerg does worse on new patches as they have to figure out how to react right versus the new stuff that comes? True but mostly P and T opened exactly like they did in the past. Two games stood out to me regarding new builds: I think Inno did a 2-port BC rush and caught Serral unaware and won. And Cure's 2 pronged Mech stood out as well. EDIT: And obviously Zest's "189 gates, 15 stargate into hard throw" build On November 25 2019 20:36 highsis wrote: Serral vs Zest late games left me speechless. So Zerg resource lost was like 5~8k minerals less when Zerg is the race with initiatives in more expansions, resources, replenishment, harass defense and harass. Zerg 200 should be at very least weaker than protoss and terran. It was so sad to watch. Zest threw that game away. Nothing to do with Zerg OP. He had 40 Zealots stand idle for like 5mins. And he slowly let his armada get picked apart without doing anything | ||
|
darklycid
3530 Posts
| ||
|
Snakestyle11
191 Posts
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. | ||
|
BisuDagger
Bisutopia19307 Posts
| ||
|
Harris1st
Germany7075 Posts
On November 26 2019 08:59 BisuDagger wrote: Was there anything in the patch that actually helped Inno in his wins vs Serral? I think Papa Thor was used in at least one of those games | ||
|
Poopi
France12908 Posts
I guess they aren't wrong in game, so the season will indeed end 28th november, but since there was a maintenance tonight, the patch has gone live already? | ||
|
Harris1st
Germany7075 Posts
On November 26 2019 19:33 Poopi wrote: I have a question: why do they say the start of next season is 26th november, whereas in game they say the season is ending 28th november? I guess they aren't wrong in game, so the season will indeed end 28th november, but since there was a maintenance tonight, the patch has gone live already? Maybe it's a timezone thing? Normal patchday is Tuesday but for EU it's actually Wednesday if I recall correctly | ||
|
insitelol
845 Posts
On November 26 2019 08:10 Snakestyle11 wrote: Broodlords cant attack air, BCS can teleport, shoot while moving, yamato. Tempests are fast and can recall, carriers can recall and attack ground and air... Ultralisks also cant attack air. Corruptors, also a super boring unit. Abduct is terrible design, neural is also impossible to balance What an awesome recap! You nailed it man! Really helped me a lot to understand the meta! TL writers, take notes. | ||
|
Harris1st
Germany7075 Posts
On November 26 2019 21:34 insitelol wrote: Show nested quote + On November 26 2019 08:10 Snakestyle11 wrote: Broodlords cant attack air, BCS can teleport, shoot while moving, yamato. Tempests are fast and can recall, carriers can recall and attack ground and air... Ultralisks also cant attack air. Corruptors, also a super boring unit. Abduct is terrible design, neural is also impossible to balance What an awesome recap! You nailed it man! Really helped me a lot to understand the meta! TL writers, take notes. Don't feed him... | ||
|
WombaT
Northern Ireland26248 Posts
On November 26 2019 08:59 BisuDagger wrote: Was there anything in the patch that actually helped Inno in his wins vs Serral? It looked to me like Inno was in pretty decent shape, did what Inno does and took him out. I don’t think it’s coincidence that Reynor beat Innovation after he took out Serral, and that Serral won the rematch. I’ll have to rewatch as maybe I’m misremembering but it felt like the two Zergs adapted to what Inno was showing. | ||
|
Aesto
44 Posts
On November 25 2019 20:50 Wombat_NI wrote: Show nested quote + On November 25 2019 20:36 highsis wrote: Serral vs Zest late games left me speechless. So Zerg resource lost was like 5~8k minerals less when Zerg is the race with initiatives in more expansions, resources, replenishment, harass defense and harass. Zerg 200 should be at very least weaker than protoss and terran. It was so sad to watch. In general yes such cost efficiency allied to having such a large economy would be an area that I'd be concerned with. On the other hand I really don't think those games were indicative of much besides Zest not really knowing what he's doing in the lategame. Is there any top tier Protoss who does know what he's doing in PvZ lategame? Zest - no Trap - no Classic - no Stats - His play LOOKS like he knows, but he still loses all the same Sure, it's possible that all of the world's best Protoss just happen to be bad at PvZ lategame. But is it as plausible as the alternative explanation? | ||
|
BisuDagger
Bisutopia19307 Posts
On November 27 2019 02:26 Aesto wrote: Show nested quote + On November 25 2019 20:50 Wombat_NI wrote: On November 25 2019 20:36 highsis wrote: Serral vs Zest late games left me speechless. So Zerg resource lost was like 5~8k minerals less when Zerg is the race with initiatives in more expansions, resources, replenishment, harass defense and harass. Zerg 200 should be at very least weaker than protoss and terran. It was so sad to watch. In general yes such cost efficiency allied to having such a large economy would be an area that I'd be concerned with. On the other hand I really don't think those games were indicative of much besides Zest not really knowing what he's doing in the lategame. Is there any top tier Protoss who does know what he's doing in PvZ lategame? Zest - no Trap - no Classic - no Stats - His play LOOKS like he knows, but he still loses all the same Sure, it's possible that all of the world's best Protoss just happen to be bad at PvZ lategame. But is it as plausible as the alternative explanation? The certainly did not know what to do in HSC. So many yoinks destroyed carriers and motherships. It felt like the tempest was the better Stargate unit as it can keep a better distance from vipers. I hope to see tempest utilized better in the future. | ||
|
Comedy
469 Posts
| ||
|
franzji
United States583 Posts
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
France947 Posts
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
Finland560 Posts
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. | ||
|
batatm
Israel116 Posts
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
17 Posts
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. | ||
| ||
StarCraft 2 StarCraft: Brood War Hyuk Dota 2Light Soulkey Jaedong Stork Pusan Leta Killer Aegong Rush [ Show more ] League of Legends Counter-Strike Super Smash Bros Other Games Organizations Counter-Strike Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • LUISG StarCraft: Brood War• AfreecaTV YouTube • intothetv • Kozan • IndyKCrew • LaughNgamezSOOP • Migwel • sooper7s League of Legends |
|
LiuLi Cup
Cure vs Reynor
Clem vs Maru
Rogue vs TriGGeR
ByuN vs Serral
uThermal 2v2 Circuit
PSISTORM Gaming Misc
RSL Revival
AI Arena Tournament
Replay Cast
Sparkling Tuna Cup
LiuLi Cup
Ladder Legends
Replay Cast
[ Show More ] Replay Cast
Wardi Open
Monday Night Weeklies
OSC
WardiTV Winter Champion…
Replay Cast
WardiTV Winter Champion…
Replay Cast
PiG Sty Festival
The PondCast
KCM Race Survival
WardiTV Winter Champion…
Replay Cast
PiG Sty Festival
Epic.LAN
Replay Cast
PiG Sty Festival
CranKy Ducklings
|
|
|