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Balance Update - April 28, 2020 - Page 6

Forum Index > SC2 General
243 CommentsPost a Reply
Prev 1 4 5 6 7 8 13 Next All
sparklyresidue
Profile Joined August 2011
United States5524 Posts
April 29 2020 10:44 GMT
#101
can't wait until building 6 contiguous bunkers give widow mines a green laser! i've been getting back into playing recently and realized I have no idea what the current upgrade situation with the widow mine is, ha. these changes look decent overall, i'm assuming these are just PTR ones so maybe 30% of them will go through (and sometimes in differing forms)?
Like Tinkerbelle, I leave behind a sparkly residue.
True_Spike
Profile Joined July 2004
Poland3433 Posts
April 29 2020 11:17 GMT
#102
Really glad to see both the queen and the baneling change. These units were just too effective for their cost in most scenarios.
MarianoSC2
Profile Joined June 2015
Slovakia1855 Posts
April 29 2020 12:16 GMT
#103
All of these changes are great, except I dont really know how I should feel about the battery overcharge. But otherwise I am very surprised, really good ideas !
Top 11: Rogue, Maru, Inno, Zest, Life, sOs, Stats, Dark, soO, Mvp, Classic/Trap/MC/Rain
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
Last Edited: 2020-04-29 12:32:53
April 29 2020 12:31 GMT
#104

you will not be able to offensively Battery Overcharge rush your opponents.


Awww come on

EDIT : Did someone test the Baneling nerf with tanks / storms ?
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2020-04-29 12:44:34
April 29 2020 12:38 GMT
#105
Time for me to go again.

The Widow Mine is one of most toxic and uninteresting units in the game that promotes power without game play. I stopped playing when HOTS came out because of it, and returned when it wasn't invisible after firing. Buffing it is a terrible idea.

Even higher level players (in relative terms) like Winter admit to struggling versus Widow Mine drops as Protoss, so lesser players like myself who aren't Grandmasters who already get decimated by the coin flippiness of a Widow Mine drop, are going to face them more often. Even if you have a cannon up, it won't kill multiple Widow Mines before they ravage your mineral line.

Unlike a Banshee, Oracles or DT, Widow Mines do instant burst damage that can kill multiple Probes, leaving little time for reaction. If you react when the game provides warnings you're under attack to a Dark Templar or Liberator, you'll only have lost a few workers, but Widow Mines will have killed your entire mineral line. Sure the pros can handle them (as having the reaction time is requisite now for Protoss pro players), but most others struggle with this uninteresting dynamic.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
April 29 2020 12:41 GMT
#106
On April 29 2020 21:38 BronzeKnee wrote:
Time for me to go again.

The Widow Mine is one of most toxic and uninteresting units in the game that promotes power without game play. I stopped playing when HOTS came out because of it, and returned when it wasn't invisible after firing. Buffing it is a terrible idea.

Even higher level players (in relative terms) like Winter admit to struggling versus Widow Mine drops as Protoss, so lesser players like myself who aren't Grandmasters who already get decimated by the coin flippiness of a Widow Mine drop, are going to face them more often. Even if you have a cannon up, it won't kill multiple Widow Mines before they ravage your mineral line.

The risk-reward is all wrong. Just like Abduct and Blinding Cloud.

And this battery overcharge is absolutely going to the increase the number of proxies.


You should not be defending a widow mine with cannons. You should not be worried about an armory making them invisible because you should surely have a robo, or even now an oracle, before that is finished.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2020-04-29 12:44:36
April 29 2020 12:43 GMT
#107
We’re also aware that this new ability will draw some obvious comparisons with Pylon Overcharge, but we believe there are two keys differences. First, unless you get extremely creative, you will not be able to offensively Battery Overcharge rush your opponents

Blizzard really underestimates the great book of protoss
Neosteel Enthusiast
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2020-04-29 12:50:17
April 29 2020 12:46 GMT
#108
On April 29 2020 21:41 -Kyo- wrote:
You should not be defending a widow mine with cannons. You should not be worried about an armory making them invisible because you should surely have a robo, or even now an oracle, before that is finished.


You didn't read what Blizzard wrote did you?

"To put indirect economic pressure on Protoss by increasing the number of potential Terran openers and putting strain on their defenses across multiple bases. We believe this change could encourage more thoughtful positioning of Stalkers as well as force earlier Photon Cannons, both of which detract from the power of the Protoss' primary army."

Blizzard doesn't understand their game. And that's the problem. I don't build Cannons to defend Widow Mines, which I why I said even if you have on up... so their proposed solution doesn't solve the problem as I mentioned.

That's the whole point.
batatm
Profile Joined June 2014
Israel116 Posts
April 29 2020 12:48 GMT
#109
I thought TvZ was rather balanced?
The baneling nerf plus WM buff equals more bio play, but wasn't bio already the dominant strat?
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2020-04-29 12:57:42
April 29 2020 12:55 GMT
#110
On April 29 2020 21:46 BronzeKnee wrote:
Show nested quote +
On April 29 2020 21:41 -Kyo- wrote:
You should not be defending a widow mine with cannons. You should not be worried about an armory making them invisible because you should surely have a robo, or even now an oracle, before that is finished.


You didn't read what Blizzard wrote did you?

"To put indirect economic pressure on Protoss by increasing the number of potential Terran openers and putting strain on their defenses across multiple bases. We believe this change could encourage more thoughtful positioning of Stalkers as well as force earlier Photon Cannons, both of which detract from the power of the Protoss' primary army."

Blizzard doesn't understand their game. And that's the problem. I don't build Cannons to defend Widow Mines, which I why I said even if you have on up... so their proposed solution doesn't solve the problem as I mentioned.

That's the whole point.


??
Idk what you mean anymore. You've made two opposing conclusions in two posts.

If you're not building cannons, that's good. If you're putting stalkers in the correct position, that's good. Most standard blink openings have the power deny a drop completely if you're positioned correctly.

idk how the armory making them invisible would lead you to quitting when you'll a robo built before 40 supply in like... literally every pvt build o.o...

My understanding of your first post was that you didn't like window mines; now they'll be invisible without an upgrade, and that made you unhappy. I didn't understand that logic at all.

edit:
+ Show Spoiler +
I thought bout it, and you could probably easily defend mine drops with the old twilight, forge opening if you just pull workers when they actually drop. If you're taking that risk to pull workers instead of use a robo for spotting then it's something you need to think about with your build, but you could probably easily play that sort of way until like 5k+... :/
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
LTCM
Profile Joined May 2017
174 Posts
Last Edited: 2020-04-29 13:10:28
April 29 2020 13:05 GMT
#111
On April 29 2020 21:31 FFW_Rude wrote:
Show nested quote +

you will not be able to offensively Battery Overcharge rush your opponents.


Awww come on

EDIT : Did someone test the Baneling nerf with tanks / storms ?


Doesn't change how fast storm kills banes and it doesn't really change how toss units kill them outside of some fringe combinations.

It does reduce the number of hits needed from a marine.

It's like blizzard didn't read their own notes from before. There is a reason they backed off the +10 health that somehow made it into the game years ago. This is a huge nerf for Terran and useless for protoss.
Byun is a convicted match-fixer.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2020-04-29 13:13:56
April 29 2020 13:11 GMT
#112
On April 29 2020 21:31 FFW_Rude wrote:
Show nested quote +

you will not be able to offensively Battery Overcharge rush your opponents.


Awww come on

EDIT : Did someone test the Baneling nerf with tanks / storms ?


I tested earlier. If you roll through a storm your banes will survive with 1hp. (offcreep)
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
LTCM
Profile Joined May 2017
174 Posts
April 29 2020 13:16 GMT
#113
On April 29 2020 22:11 -Kyo- wrote:
Show nested quote +
On April 29 2020 21:31 FFW_Rude wrote:

you will not be able to offensively Battery Overcharge rush your opponents.


Awww come on

EDIT : Did someone test the Baneling nerf with tanks / storms ?


I tested earlier. If you roll through a storm your banes will survive with 1hp.

You didn't even need to test it.

Storm does 10 damage per tick. Ignores armor. Zerg regenerates 1 health immediately.

Three ticks - bane survives with 1hp vs 6hp. This is useless because it still is oneshot but pretty much everything. No change.

Four ticks - bane dies pre and post patch. No change.

It does reduce marine shots by one....
Byun is a convicted match-fixer.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2020-04-29 13:36:37
April 29 2020 13:35 GMT
#114
On April 29 2020 22:16 LTCM wrote:
Show nested quote +
On April 29 2020 22:11 -Kyo- wrote:
On April 29 2020 21:31 FFW_Rude wrote:

you will not be able to offensively Battery Overcharge rush your opponents.


Awww come on

EDIT : Did someone test the Baneling nerf with tanks / storms ?


I tested earlier. If you roll through a storm your banes will survive with 1hp.

You didn't even need to test it.

Storm does 10 damage per tick. Ignores armor. Zerg regenerates 1 health immediately.

Three ticks - bane survives with 1hp vs 6hp. This is useless because it still is oneshot but pretty much everything. No change.

Four ticks - bane dies pre and post patch. No change.

It does reduce marine shots by one....


ty for ur supportive post. also, ty for reposting what i posted in 4 lines.

+ Show Spoiler +
oh and also, not useless for protoss; cannons will always 2 shot banes now, even with +3 armor, as opposed to 3
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
April 29 2020 13:36 GMT
#115
For Tanks the splash radiuses are:
inner radius (14% of the area): 40 damage
mid radius (25% of the area): 20 damage
outer radius (61% of the area): 10 damage

After the patch you need to do 30 damage in a single shot or 31 damage with shots in quick succession (due to Zerg regeneration).
So those scenarios where heavy red bane blops keep on rolling won't happen anymore. They usually happen when 2-3 tank shots bruise them in the outer radiuses.
LTCM
Profile Joined May 2017
174 Posts
April 29 2020 13:43 GMT
#116
On April 29 2020 22:35 -Kyo- wrote:
Show nested quote +
On April 29 2020 22:16 LTCM wrote:
On April 29 2020 22:11 -Kyo- wrote:
On April 29 2020 21:31 FFW_Rude wrote:

you will not be able to offensively Battery Overcharge rush your opponents.


Awww come on

EDIT : Did someone test the Baneling nerf with tanks / storms ?


I tested earlier. If you roll through a storm your banes will survive with 1hp.

You didn't even need to test it.

Storm does 10 damage per tick. Ignores armor. Zerg regenerates 1 health immediately.

Three ticks - bane survives with 1hp vs 6hp. This is useless because it still is oneshot but pretty much everything. No change.

Four ticks - bane dies pre and post patch. No change.

It does reduce marine shots by one....


ty for ur supportive post. also, ty for reposting what i posted in 4 lines.

+ Show Spoiler +
oh and also, not useless for protoss; cannons will always 2 shot banes now, even with +3 armor, as opposed to 3


That's rich given your post was simply reposting what I had already said.
Byun is a convicted match-fixer.
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2020-04-29 13:59:56
April 29 2020 13:44 GMT
#117
On April 29 2020 12:53 Dedraterllaerau wrote:
Banelings need a straight up damage nerf vs armored targets and a hard one. They are way 2 cost efficient vs anything ground units and buildings.

Baneling runbys are smashing entire nexuses or planetary's, calculate the amount of banelings you need to blow up and expand with 30 workers in 1 go and you can tell just from math perspective how broken this unit is.

Imagine banelings were never in the game and then you patch in a new unit called the baneling and first pro games you watch zergs blow up entire expansions with little investment that unit would be nerfed hard within a month.

You get 100 banelings for 50 supply, just roll that around in your head a little as I feel most people have forgot.

I understand Blizzard are scared of drastic changes but this is really getting out of hand I don't know why people can be so blind to things obviously broken in this game.



It s better to keep the unit unchanged (or look at these changes and..) and increase his gas cost (25 to 30 or 35 idk).



PS : Here, Some have mocked me about my posts about Banelings and creep tumors.. But now i know my suggestion were full of good sense.

PS 2 : The infested Terrans miss me
DarthIke7
Profile Joined December 2012
United States1 Post
April 29 2020 14:05 GMT
#118
Anyone else looking at this like, "Terran players often talk about feeling economically behind, especially in the TvP matchup."
So they're gonna make a slight change to widow mines while massively buffing shield batteries? I don't know. I guess we'll have to see how it plays out in practice. I'm seeing protoss players comment that it's bad because it will complicate macro/nexus energy management. I'm the terran saying once the protoss players adjust it will be fine. Ever drop mules right before you realize there's dt's in your mineral line? You just have to save energy on your most vulnerable nexus. The strength of keeping that base seems much more important than losing a couple chrono boosts to me. It also seems to me like they're not really buffing the widow mine. Now if I want them to be cloaked while burrowed and have drilling claws I need an Armory and a tech lab upgrade. It forces detection but also delays the timing of widow mine drops. Protoss has such strong detection capabilities I feel like will hardly make a difference. Meanwhile denying expansions as terran vs protoss will be much harder. When already, "Terran players often talk about feeling economically behind, especially in the TvP matchup."
Tommy131313
Profile Joined May 2016
Germany157 Posts
April 29 2020 14:22 GMT
#119
nerfing queen while not nerfing cattlebruiser power? i don't know, bro...

nerfing banes - maybe ok. but you have to consider, that banes are suicide units, having them is simultaneously being necessary and risky. you need them against certain t and p unit combos, but if you don't trade them okay-ish, you're just dead

HT feedback buff is really strong, as it counters each and every energy unit, affecting especially most lategame scenarios

oracle change seems good. you get something (versatility) and you loose something ("indefinite" detection)

battery overcharge - could have large impact on p turtling tactics, resulting into reduced dynamic gameplay

widowmine change - it's hard to say. will obviously make the mines invisible a tad earlier. making them a lot stronger against defending banes and mutas and ambushing rush paths. but i doubt they will have big impact on harassing the p eco

creep change - will possibly have a massive influence on z gameplay. the reactive race depends mostly on scouting information, especially in early to mid game state. increasing t and p ability to reduce creep in this phase of the game with cheap units is a big deal

as for the microbial tweak - the poll says it all: microbial what??? really made my day, bro!
rasi86
Profile Joined July 2019
44 Posts
April 29 2020 14:23 GMT
#120
It's not close to being enough to bring back P into being able to win tourneys at pro level
Zerg is OP as hell. Blizzard, stop nerfing Toss!
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