Balance Update - August 13, 2020 - Page 3
Forum Index > SC2 General |
-NegativeZero-
United States2141 Posts
| ||
Zambrah
United States7107 Posts
I dunno, Protoss gateway units just feel bad to me. Except for Blink Stalkers. Love those guys. | ||
Snakestyle11
191 Posts
This guy might be the smartest SC2 player right now. His strategic choices are insanely good. He really knows how to play a series off like noone else. | ||
ejozl
Denmark3326 Posts
On August 16 2020 11:44 Wombat_NI wrote: Brutally plagiarised from my own terrible posting history. Hm, think we should just spitball preposterous asymmetric PvZ ideas at this stage. Terrans have EMP, which has other utility but has clear Protoss-specific dimensions. Overall Blizz don’t seem too found of interactions that only occur between two of the game’s races but I think investigating WombaT’s Ridiculous IdeaTM Sentry - New unit ability Creep Eradication Field Active ability. Energy cost - Fuck knows /second. Upon activation a field is generated that totally isn’t a recoloured guardian shield and can eliminate rumours without vision. The rationale behind this change is to enable more gateway ‘sharking’ to control the spread of creep while enabling non-committal or committed aggression that is more smoothly. A Protoss player can open oracles off Stargate and keep them active in a harassment capacity for longer as they don’t need to be withdrawn to grant creep vision. Alternatively Protoss players can free up robotics production for units with more defensive or offensive capability by skipping observers at phases of the game and still being able to clear creep. In theory this doesn’t greatly augment the Great Book of Protoss Bullshit too much either. This actually got me excited. I took your ability a bit further in my head, but imagine if SC2 launched with an ability called Oracle(taken from Tassadar from HotS,) instead of Guardian Shield. Oracle looks just like Guardian Shield, is a small vision boost and adds Detection to the Sentry. I mean it's even called a Sentry. The ability would not grant high ground vision, since enough stuff already does that and it diminishes the advantage of high ground. Protoss would've been less deathbally from the get-go (because aura effects that buff combat promotes death balls) and Protoss would have an expensive, but early Cyber Core tech unit that adds temporary detection. The Oracle unit wouldn't have needed be a unit that adds detection to Star Gate tech, Protoss would just in general be able to branch out more. Honestly the Sentry is my favourite unit game mechanic wise, I admit I'm dirty, but I just love the utility FF's and Hallucination add, but Guardian Shield has always been a bit iffy. I don't agree with buffing Guardian Shield vs Melee from earlier in the thread, Zerglings need to be useful in ZvP. | ||
MockHamill
Sweden1798 Posts
Making void rays better and giving tempest bonus damage to buildings will only make shield battery proxies even harder to play against for normal players. But I doubt the void ray and tempest change will have much impact on pro level PvZ. The patch screws over casual player in the wrong matchup while having almost no impact on the intended machup and level of play. | ||
Yoshi Kirishima
United States10292 Posts
On August 16 2020 13:19 tigon_ridge wrote: This post is really well-thought out, and I particularly like your ideas regarding Void Rays and Ravens. I think guardian shield being able to work on melee would be a little too much, but other that, all good ideas. Thanks, I'm really happy someone read my post haha. Yeah GS +2 melee damage block would be way too much, I think +1 could be considered maybe since GS is just temporary, and Zerglings would still be useful for flanks / surrounds to catch Gateway units and let other units engage. Might make Zergs have to work a little harder and use some tactics to force energy on GS early and a combination of Zergling flanks/surrounds + other units to fight a Gateway army moving across the map? A tactic would be to surround the army and then snipe the Sentry with Roaches/Bile. Another option is to simply buff Sentry base stats, it wouldn't change much but, it wouldn't break any unit interaction, while making Gateway ever slightly stronger. I suppose back in WoL, Sentry needed to be weak and fragile because FF was so strong, so you can snipe Sentries and need other Gateway units for damage. But now there is Bile and such to play around FF, so maybe the Sentry can be buffed? | ||
Deleted User 3420
24492 Posts
On August 16 2020 20:55 MockHamill wrote: TvP is already hell to play, at least below pro level. Making void rays better and giving tempest bonus damage to buildings will only make shield battery proxies even harder to play against for normal players. But I doubt the void ray and tempest change will have much impact on pro level PvZ. The patch screws over casual player in the wrong matchup while having almost no impact on the intended machup and level of play. This is exactly how I felt about it. It might have a small effect on pvz, but in pvt are we going to see the resurgance of the shield batter proxy shenanigans? I say yes, and at minimum it's going to further constrain how terran can open up the game. | ||
Tyrhanius
France947 Posts
On August 16 2020 17:43 Snakestyle11 wrote: Say what you want about zerg, Rogue almost always completely dominate his opponents. He makes it look not even close, even more so than serral and reynor do. This guy might be the smartest SC2 player right now. His strategic choices are insanely good. He really knows how to play a series off like noone else. T/P blame balance without even looking for the games. If someone abuse particular strategy, you can call that a balance issue, but we didn't see anything like this. | ||
Jathin
United States3505 Posts
| ||
skdsk
138 Posts
On August 16 2020 23:09 Tyrhanius wrote: T/P blame balance without even looking for the games. If someone abuse particular strategy, you can call that a balance issue, but we didn't see anything like this. Rogue abuses zerg larva mechanics, which have infinite potential compared to terran or protoss mechanics | ||
RandomPlayer416
84 Posts
On August 16 2020 20:55 MockHamill wrote: TvP is already hell to play, at least below pro level. Making void rays better and giving tempest bonus damage to buildings will only make shield battery proxies even harder to play against for normal players. But I doubt the void ray and tempest change will have much impact on pro level PvZ. The patch screws over casual player in the wrong matchup while having almost no impact on the intended machup and level of play. Agreed. I had already given up playing TvP before the patch, now I will give up playing Terran altogether. | ||
Yoshi Kirishima
United States10292 Posts
On August 17 2020 01:47 RandomPlayer416 wrote: Agreed. I had already given up playing TvP before the patch, now I will give up playing Terran altogether. I'm curious about this because I never faced proxy voids, only a couple times proxy tempest with maybe starting with 1 void. It is annoying but it doesn't seem overly strong or anything as long as you respond quickly and don't get greedy. I suppose dragged out tempest proxy games can give them time to do the upgrade though, and that would be problematic. I really hope the tempest upgrade doesn't go through because it can potentially ruin Mech TvP in the midgame, when Mech needs to be turtling to an extent. If they want to address Zerg spore forest they need to think more carefully. An upgrade to buff ground range or give bonus Bio damage may be better while also giving more use in other situations. Or just reworking the Tempest completely once again since it isn't key for anything right now so there is a lot of freedom. | ||
WombaT
Northern Ireland23745 Posts
On August 16 2020 19:54 ejozl wrote: This actually got me excited. I took your ability a bit further in my head, but imagine if SC2 launched with an ability called Oracle(taken from Tassadar from HotS,) instead of Guardian Shield. Oracle looks just like Guardian Shield, is a small vision boost and adds Detection to the Sentry. I mean it's even called a Sentry. The ability would not grant high ground vision, since enough stuff already does that and it diminishes the advantage of high ground. Protoss would've been less deathbally from the get-go (because aura effects that buff combat promotes death balls) and Protoss would have an expensive, but early Cyber Core tech unit that adds temporary detection. The Oracle unit wouldn't have needed be a unit that adds detection to Star Gate tech, Protoss would just in general be able to branch out more. Honestly the Sentry is my favourite unit game mechanic wise, I admit I'm dirty, but I just love the utility FF's and Hallucination add, but Guardian Shield has always been a bit iffy. I don't agree with buffing Guardian Shield vs Melee from earlier in the thread, Zerglings need to be useful in ZvP. I had also pondered that, I’d figured just outright giving Sentries would give them too much utility in shutting down other tech paths be it cloakshees or DTs or what have you. I am quite fond of sentries myself and Oracles as being in a pretty good spot as genuine support units, agree with most of your post. I’m not sure how one fills the rather gaping hole between Protoss early harassment and their big pushes, but they could do with something in that space in terms of posturing and additional harassment or clearing of creep etc. | ||
Ben...
Canada3485 Posts
On August 16 2020 15:55 Beelzebub1 wrote: 3. Increase Stalker base damage? Give more HP? It's hilarious how awful Stalkers are vs. Zerg, they are almost on par with the Sentry, this unit has aged terribly. I honestly think the changes they made to stalkers a couple years ago have made them much worse against zerg. They didn't used to do as much damage, but they attacked substantially faster so if you had a handful of stalkers they could at least hold their own against zerglings, especially with blink. After the initial change where they slowed the stalker's attack period but gave them much more damage (and a bigger bonus versus armoured), they attacked much slower and were worse against zerglings but for the first time ever they were actually quite good against roaches, queens, etc., with micro. But then they did that weird half-measure change where they slightly sped up the stalker attack but gave them attack damage that was halfway between their old values and the changed values. This resulted in stalkers still being terrible against zerglings, but now they also were again poor against roaches, and ever since protoss has been back to relying on immortals to not get run over by mass roach, roach/ravager, and other roach compositions. There've been so many changes they've done to protoss the last couple years that they've ended up rolling back half way and it has made the unit worse as a result. The exact same thing that happened to stalkers ended up happening to tempests. I do think they need to look at the gateway units and protoss overall. Tinkering with void rays is not going to solve protoss being ridiculously fragile for chunks of the game. | ||
RandomPlayer416
84 Posts
On August 17 2020 02:20 Ben... wrote: e against zerglings, but now they also were again poor against roaches, and ever since protoss has been back to relying on immortals to not get run over by mass roach, roach/ravager, and other roach compositions. There've been so many changes they've done to protoss the last couple years that they've ended up rolling back half way and it has made the unit worse as a result. The exact same thing that happened to stalkers ended up happening to tempests. I do think they need to look at the gateway units and protoss overall. Tinkering with void rays is not going to solve protoss being ridiculously fragile for chunks of the game. The void ray doesn't do a whole lot vs zerg early game and a speed buff isn't going to change that. What it is going to do is make them MUCH more effective vs Terran. The mobility will make them much more micro-able and safer against marines, thus forcing out early cyclones which will delay production of other units that you actually need to be able to do enough early game damage to the protoss player. So now the void ray all in becomes a void ray opener that is safe, low risk and effective and will force the Terran player to respect it. Just the threat of early void ray harass will have an impact. There are other options to help protoss vs zerg that wouldn't effect the other matchup but this is what they chose to go for. Personally I think they could of buffed sentries, maybe make force fields last longer?? Maybe make them require 2 corrossive biles to break ? | ||
Sprog
New Zealand83 Posts
On August 17 2020 02:34 RandomPlayer416 wrote: The void ray doesn't do a whole lot vs zerg early game and a speed buff isn't going to change that. What it is going to do is make them MUCH more effective vs Terran. The mobility will make them much more micro-able and safer against marines, thus forcing out early cyclones which will delay production of other units that you actually need to be able to do enough early game damage to the protoss player. So now the void ray all in becomes a void ray opener that is safe, low risk and effective and will force the Terran player to respect it. Just the threat of early void ray harass will have an impact. There are other options to help protoss vs zerg that wouldn't effect the other matchup but this is what they chose to go for. Personally I think they could of buffed sentries, maybe make force fields last longer?? Maybe make them require 2 corrossive biles to break ? Interesting that you mention biles in respect to FF. The current cool down for a bile is pretty low, maybe that could be look at biles in conjunction with a lower energy cost for FF? I'm also liking the idea of some sort of anti creep tumor gateway tech ability. | ||
WombaT
Northern Ireland23745 Posts
On August 17 2020 05:04 Sprog wrote: Interesting that you mention biles in respect to FF. The current cool down for a bile is pretty low, maybe that could be look at biles in conjunction with a lower energy cost for FF? I'm also liking the idea of some sort of anti creep tumor gateway teach ability. I’m still skeptical what it would do, despite being one who proposed giving sentries a specific creep-killing ability. Even if they can shark and retract creep, can they do it in a phase of the game that actually impacts Zerg growth? Or would it still be too risky and you’d just see sharking squads get surrounded and wiped? I dunno really. I’d like some experimentation. One of my favourite ideas others have suggested is a retractable shield battery that can raise or lower as required. I assume it wouldn’t actually regen shields when underground (or, to fit Protoss, phased out of existence) I think in combination we could see a slowdown of Zerg growth with these few small tweaks. I think cumulatively they could actually add up more than people realise, Protoss having to keep units in their walls, get well it’s only one unit. Yes but it’s kind of a big deal when it’s at a phase of the game where Zerg are severely skimping on units to drone hardcore. I’m unsure what one would do with biles. PvZ looks bleak now for sure but I still vividly remember how silly forcefields on ramps were back in the day. I’m not sure how much a cooldown increase would do in the mid to lategame when huge bane counts come into play. You only have to stomp the forcefields once to get in. It’s a weird dynamic where bile feels like it needs to be strong for earlier pushes, but is a bit strong against later pushes like the Collosus return we’re seeing lately. Perhaps not making them instant-kill forcefields would do something, but a short delay with an animation of them dissolving or something. Nothing huge by any means like a half or a quarter of a second but you’d introduce a timing element from setting up a surround, hitting the biles and pushing through the dissolving forcefields, or add a really, really short window where the Protoss can set up their forcefields again. Just spitballing really, mostly awful ideas haha | ||
BronzeKnee
United States5212 Posts
The elephant in the room here is the Viper. It's always been the Viper (it has negative consequences game design wise in TvZ too). Anything that takes Protoss along time to build (mostly units that don't come out of the Warp Gate) simply gets Abducted and killed and the rest of the Protoss army can't stand up to a Roach/Hydra/Lurker ball. It has been this way forever. The more expensive unit you make that gets Abducted, the more it puts you behind, so why tech? Why go into late game? There is a reason we see timing attacks against Zerg. More counter play must be introduced to this mechanic for Protoss to have a chance in late game. This has to be solved. Buffing Void Rays is not the solution. It will only make other match ups and team games worse. | ||
Yoshi Kirishima
United States10292 Posts
On August 17 2020 06:36 BronzeKnee wrote: I guess I need to write another article... The elephant in the room here is the Viper. It's always been the Viper (it has negative consequences game design wise in TvZ too). Anything that takes Protoss along time to build (mostly units that don't come out of the Warp Gate) simply gets Abducted and killed and the rest of the Protoss army can't stand up to a Roach/Hydra/Lurker ball. It has been this way forever. The more expensive unit you make that gets Abducted, the more it puts you behind, so why tech? Why go into late game? There is a reason we see timing attacks against Zerg. More counter play must be introduced to this mechanic for Protoss to have a chance in late game. This has to be solved. Buffing Void Rays is not the solution. It will only make other match ups and team games worse. I agree, I've been feeling that Viper Abduct is pretty problematic. It's not interesting, watching it happen in pro games feels REALLY lame and honestly unfair. It gives me a bad feeling while watching a game when I should be excited and enjoying it. It's anticlimactic because it can decide whether a battle or game is won or lost, without the two armies actually engaging or poking in meaningful ways. You could use Feedback I suppose, but it doesn't seem to be too common, probably because it's usually too hard to have both Colossus and HT tech at a time when Zerg can have Vipers. The cost of Abduct needs to be adjusted to account for them wanting to just abduct the most expensive units, or it needs to be changed so you can't abduct massive units. Then you can't abduct Colossus, Thors, BCs, Carriers, or Tempest anymore. It would also help Tempests be used to poke at Spores without worry of being abducted, and we wouldn't need the +Structure damage upgrade. I'm honestly surprised you can Abduct the Mothership too, what is with that? Or what if Abduct only pulls Massive units half the range as normal? Other ideas is that Abduct shouldn't be so instant, it should slowly drag the unit towards them, allowing you time to react and possibly snipe the Viper or poke back while the Viper is pulling. | ||
SC-Shield
Bulgaria805 Posts
| ||
| ||