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Balance Update - August 13, 2020 - Page 8

Forum Index > SC2 General
331 CommentsPost a Reply
Prev 1 6 7 8 9 10 17 Next All
Athenau
Profile Joined March 2015
573 Posts
August 22 2020 11:58 GMT
#141
Slower attacks are more micro-able, not less, in the sense that stutter-step is more effective (you have more time to move between attacks).
UncleClimax
Profile Joined January 2020
18 Posts
August 22 2020 12:27 GMT
#142
u are all newbs patch is live

User was temp banned for this post.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
Last Edited: 2020-08-22 13:55:04
August 22 2020 13:52 GMT
#143
I don't think Sentries clearing creep is the answer. Once ling speed completes, the only way to safely be anywhere near creep is if you are either a flying unit (bansheers, warp prisms et al), or have similar mobility to speedlings and the ability to trade well against them (upgraded adepts, hellions).

Having sentries walk on creep would just result in Zerg surrounding your ground army and murdering it because it's not 2011 anymore and Zergs have finally learnt that they can make units before they have 70 drones without being horribly behind. You could throw a Warp Prism in there, but then an observer is cheaper for the same job, the only difference is it takes a bit longer to build two robo units (and sending the obs is waaaaay less risky). On top of that, the first 2-3 sentries a Protoss makes are *incredibly* valuable, nobody sane would ever risk losing them. You would need the old mothership core recall for sentry pokes to be a thing again.

If the goal is to contain creep, a better change might be either a) new creep tumors only become invisible after x amount of time and/or b) if the Zerg cancels a new tumor, the original one can no longer spread creep. Neither of those solves the fundamental issue of zerglings forcing most armies to stay at home though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
WombaT
Profile Blog Joined May 2010
Northern Ireland27040 Posts
August 22 2020 14:46 GMT
#144
On August 22 2020 22:52 Teoita wrote:
I don't think Sentries clearing creep is the answer. Once ling speed completes, the only way to safely be anywhere near creep is if you are either a flying unit (bansheers, warp prisms et al), or have similar mobility to speedlings and the ability to trade well against them (upgraded adepts, hellions).

Having sentries walk on creep would just result in Zerg surrounding your ground army and murdering it because it's not 2011 anymore and Zergs have finally learnt that they can make units before they have 70 drones without being horribly behind. You could throw a Warp Prism in there, but then an observer is cheaper for the same job, the only difference is it takes a bit longer to build two robo units (and sending the obs is waaaaay less risky). On top of that, the first 2-3 sentries a Protoss makes are *incredibly* valuable, nobody sane would ever risk losing them. You would need the old mothership core recall for sentry pokes to be a thing again.

If the goal is to contain creep, a better change might be either a) new creep tumors only become invisible after x amount of time and/or b) if the Zerg cancels a new tumor, the original one can no longer spread creep. Neither of those solves the fundamental issue of zerglings forcing most armies to stay at home though.

This much is true, although I still like my idea :p

As much as struggling to roll back the Zerg economic juggernaut is the cause of much Protoss woes, the root cause of why Protoss struggle to do that is a general lack of mobility.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
bela.mervado
Profile Joined December 2008
Hungary409 Posts
August 22 2020 15:35 GMT
#145
I am thinking about experimenting with creep tumor health to help clearing creep in Zv[TP].

let's lower the creep tumor health to 40 and add 1 armor,
remove light tag from the building tumor so no easy snipe of the spreading tumor.
(and I'd like to be able to cancel undamaged creep tumors)

so P can use a warp prism + 2 adepts + 1 obs to clear creep.

vs bio T: players would build the 4-6 hellions to pressure Z, then try to roast some drones, fucking up in the process, throwing away the hellions. or preserving them to use in the 2 base push. they generally seem to use 1-2x medivacs with some marines and scan to clear creep. the +1 armor and 40 health would allow 8 marines to one shot tumors.
4 hellions already one shot tumors, this would not change.

it takes a lot of attention to spread the creep, I'd prefer the opponent to spend similar amount to clear it.
the sentry idea is nice and unique, but would make it a bit too easy to clear the creep.
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
August 22 2020 15:35 GMT
#146
I bet before the end of the year, the queen will be weakened a bit to help in economy against the other races
How may help u?
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
August 22 2020 16:25 GMT
#147
Yeah a queen nerf would be welcome (although it may make zvt messy, dunno). What you get for the cost is pretty crazy.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2020-08-23 00:35:08
August 23 2020 00:34 GMT
#148
"when life gives Hero lemons he makes carriers" -Artosis
Snakestyle11
Profile Joined December 2018
191 Posts
August 23 2020 00:59 GMT
#149
On August 23 2020 01:25 Teoita wrote:
Yeah a queen nerf would be welcome (although it may make zvt messy, dunno). What you get for the cost is pretty crazy.


Lol what would zerg do against 2 battle cruisers? Or a bunch of cloak banshee? Or speed void rays.

Queens need to be this strong...
RandomPlayer416
Profile Joined January 2019
84 Posts
August 23 2020 04:12 GMT
#150
seems like the community feels towards some kind of sentry buff. . . funny how we all had a similar conclusion while blizzard thinks the most worthless units are the answer.
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2020-08-23 04:33:44
August 23 2020 04:27 GMT
#151
On August 23 2020 09:59 Snakestyle11 wrote:
Show nested quote +
On August 23 2020 01:25 Teoita wrote:
Yeah a queen nerf would be welcome (although it may make zvt messy, dunno). What you get for the cost is pretty crazy.


Lol what would zerg do against 2 battle cruisers? Or a bunch of cloak banshee? Or speed void rays.

Queens need to be this strong...


That's exactly what Zergs said about Queens going down to 7 range. That it would totally break the matchups, and 20 drones would die to air harass every game, and it would be totally imba. Pity the poor Zergs.

Surprise surprise, nothing changed. And after that, the balance team decided more nerfs to Zerg were in order.
Denominator of the Universe
TL+ Member
Cyro
Profile Blog Joined June 2011
United Kingdom20335 Posts
August 23 2020 05:14 GMT
#152
On August 23 2020 13:12 RandomPlayer416 wrote:
seems like the community feels towards some kind of sentry buff. . . funny how we all had a similar conclusion while blizzard thinks the most worthless units are the answer.


You can probably have both. No reason not to improve the void ray which had been relatively nerfed into being unusable.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Yoshi Kirishima
Profile Blog Joined July 2009
United States10374 Posts
Last Edited: 2020-08-23 10:37:41
August 23 2020 10:34 GMT
#153
I think everyone agrees design wise, the Queen is too strong and covers too many things. But there doesn't seem to be any good ways to nerf it without breaking the balance somewhere or making opponent cheeses/rushes too strong.

But how about nerfing Creep Tumors' ability to spawn new Creep Tumors themselves? It takes 11 seconds for them to be able to spawn a new tumor. What if that was increased to like 15 seconds? It would significantly reduce creep's ability to exponentially spread, without making early game creep spread to connect your first 3 bases too weak.

If you wanted to spread creep faster, you would have to use the Queen's Spawn Creep Tumor itself, so spreading creep fast is more of an investment and effectively takes more energy from the Queen. As for connecting creep between early bases, it will be a little slower unless you use the Queen's Spawn Creep Tumor a couple more times, which may be desirable so they do not have as much energy banked up for Transfuse early game, thus allowing more opportunities for harass or make attempts at killing Queens more viable.

(Alternatively, maybe you could reduce the rate a Tumor spreads creep, to further promote things like having Overlords drop creep further ahead so the Tumor can spawn a new tumor ASAP at max distance. But nerfing the rate a Tumor spreads creep could make connecting early bases too weak vs cheese, since often for example 1 Tumor will be enough to almost connect your main and natural. But I think 1 of these 2 ideas should be considered even if it might slightly strengthen early cheeses).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
August 23 2020 13:26 GMT
#154
On August 23 2020 19:34 Yoshi Kirishima wrote:
I think everyone agrees design wise, the Queen is too strong and covers too many things. But there doesn't seem to be any good ways to nerf it without breaking the balance somewhere or making opponent cheeses/rushes too strong.

But how about nerfing Creep Tumors' ability to spawn new Creep Tumors themselves? It takes 11 seconds for them to be able to spawn a new tumor. What if that was increased to like 15 seconds? It would significantly reduce creep's ability to exponentially spread, without making early game creep spread to connect your first 3 bases too weak.

If you wanted to spread creep faster, you would have to use the Queen's Spawn Creep Tumor itself, so spreading creep fast is more of an investment and effectively takes more energy from the Queen. As for connecting creep between early bases, it will be a little slower unless you use the Queen's Spawn Creep Tumor a couple more times, which may be desirable so they do not have as much energy banked up for Transfuse early game, thus allowing more opportunities for harass or make attempts at killing Queens more viable.

(Alternatively, maybe you could reduce the rate a Tumor spreads creep, to further promote things like having Overlords drop creep further ahead so the Tumor can spawn a new tumor ASAP at max distance. But nerfing the rate a Tumor spreads creep could make connecting early bases too weak vs cheese, since often for example 1 Tumor will be enough to almost connect your main and natural. But I think 1 of these 2 ideas should be considered even if it might slightly strengthen early cheeses).

we can always nerf queens the weird way. e.g. you have battle queens or macro queens and their switch takes a while(think about it as siege tanks/thors). Macro queens are heavily nerfed in attacking capabilities but can inject, spawn tumors and transfuse. Battle queens can do the fighting. Switch requires 25 energy.

Although creating/buffing a unit would be more reasonable then making these shenanigans.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Freeborn
Profile Joined July 2010
Germany421 Posts
August 23 2020 13:38 GMT
#155
The most reasonable way to nerf the queen would be to reduce it's larva producing ability.
Or increase it's supply.
WombaT
Profile Blog Joined May 2010
Northern Ireland27040 Posts
August 23 2020 13:49 GMT
#156
On August 23 2020 19:34 Yoshi Kirishima wrote:
I think everyone agrees design wise, the Queen is too strong and covers too many things. But there doesn't seem to be any good ways to nerf it without breaking the balance somewhere or making opponent cheeses/rushes too strong.

But how about nerfing Creep Tumors' ability to spawn new Creep Tumors themselves? It takes 11 seconds for them to be able to spawn a new tumor. What if that was increased to like 15 seconds? It would significantly reduce creep's ability to exponentially spread, without making early game creep spread to connect your first 3 bases too weak.

If you wanted to spread creep faster, you would have to use the Queen's Spawn Creep Tumor itself, so spreading creep fast is more of an investment and effectively takes more energy from the Queen. As for connecting creep between early bases, it will be a little slower unless you use the Queen's Spawn Creep Tumor a couple more times, which may be desirable so they do not have as much energy banked up for Transfuse early game, thus allowing more opportunities for harass or make attempts at killing Queens more viable.

(Alternatively, maybe you could reduce the rate a Tumor spreads creep, to further promote things like having Overlords drop creep further ahead so the Tumor can spawn a new tumor ASAP at max distance. But nerfing the rate a Tumor spreads creep could make connecting early bases too weak vs cheese, since often for example 1 Tumor will be enough to almost connect your main and natural. But I think 1 of these 2 ideas should be considered even if it might slightly strengthen early cheeses).

The game should be one of as many tactical and strategic choices as possible without making it overly complex and coinflippy.

It gives a variety of styles and approaches more room to breathe and the best players more ways to show their skills.

As per your suggestions, very much fit in that. Specifics aside, just as a general concept. Think numbers aren’t as big a deal if one isn’t defining a change’s desirability.

Currently a Zerg has macro boost, a strong and versatile defensive unit and great creep spread out of the box. If you nerf tumours spawning further tumours then you’re creating options that Zergs have to pick between. Zergs might decide prioritising creep is less important than pumping eco, some might build an extra Queen or two to really maximise spread, and the really elite Zergs might be able to achieve similar results to now with slight improvements in Queen movement and the likes.

If we were to tweak the Queen I’d definitely look here first over combat capacity because that really does have huge knock on effects to so many builds and interactions.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
Last Edited: 2020-08-23 14:36:34
August 23 2020 14:35 GMT
#157
Creep tumor should cost minerals to help the economy vs other races
Queen should cost 1 more supply and spawn 1 less larva

zergs don't do macro hatcheries anymore and they get 80 drones while other races are still in 60 or less.
How may help u?
ThunderJunk
Profile Joined December 2015
United States738 Posts
August 23 2020 14:41 GMT
#158
Hupsaiya said it really well in his stream last night: The Void Ray is a unit that if it's not too weak, it suddenly becomes way too strong.

Design-wise, it covers too many bases. It's a flying unit available immediately with good hp that can attack both air and ground and is difficult to micro against (because of the leash).

There's a good reason there are no T2 air units in either broodwar or sc2 that are good against both air and ground. The only unit that comes close is the mutalisk, and those are only good if you have 8 or more of them - and they have a short attack range that doesn't leash.

If we're gonna have a unit like that, fine - we can keep it in the game as long as it's mostly useless to build - which it was! Making the void ray good makes the game worse.
I am free because I know that I alone am morally responsible for everything I do.
Calliope
Profile Joined July 2018
297 Posts
August 23 2020 18:37 GMT
#159
Speaking of creep, why does it actually provide vision? None of the races need to play with maphack. Zergs do most of the scouting with overlords and the map presence of the fast units anyway. Maybe the game would be more balanced if zerg did not have so much vision enabling them to set up accurate multipronged flanking in advance.
Clément 화이팅
AirbladeOrange
Profile Blog Joined June 2010
United States2574 Posts
August 23 2020 18:56 GMT
#160
On August 24 2020 03:37 Calliope wrote:
Speaking of creep, why does it actually provide vision? None of the races need to play with maphack. Zergs do most of the scouting with overlords and the map presence of the fast units anyway. Maybe the game would be more balanced if zerg did not have so much vision enabling them to set up accurate multipronged flanking in advance.


I've always wondered this too but I think it's too late to change because of how major of a change it would be to remove it. I wish creep were different. Something like zerg units would get a sizeable health regen buff when on it but very slowly lose health when off of it.
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