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List of Functional Changes

Forum Index > SC2 General
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1 2 Next All
Vision_
Profile Joined September 2018
874 Posts
Last Edited: 2022-03-30 12:37:11
March 30 2022 12:16 GMT
#1
I m thinking most of changes in this balance server must be oriented with functions of units, and not statistics (except for Lurkers which is a shame for beginners and casuals). This thread is here to list the changes with direct consequences on gameplay. Changes which affects a specific build order or end game are also listed below.


List of overall changes :

- Corrosives Biles decrease FF by - 6 seconds === "Help Toss to cover ground"
- Observers are avaible in warpgates building (need Cybernetics core) === "Help Toss to deny creep spread"
- Roach burrow allows them to pass cliffs === "Enhance the function of Roachs"
- Widow mines cargo size increased to 3 === "Avoid abusive drops"
- Ground terrain unsuitable for buildings === "Improve strategy"
- Infestor get a weak auto-attack === "helps Zergs control their units better"





List of specifics changes against specifics build order or in end game (mostly air toss) :

- Grab by vipers only none massive units === "Avoid abusive use"



Just add your toughts, concept and put in context , explaining part of the game you wish to less or more see. Then i will add to the list if the idea is enought convincing people.

ps : thank you if you can correct my vocabulary
Charoisaur
Profile Joined August 2014
Germany16044 Posts
March 30 2022 12:35 GMT
#2
-Infestor get a weak auto-attack === "helps Zergs control their units better"
-Warpprism cost decreased to 200 minerals === "encourages aggressive Protoss tactics"
-Hallucinations now have same HP as real units === "encourages creative Protoss tactics"
-Marine gains + 1 range === "helps Terrans who struggle with winning games"
-Collossus gains a headbutt ability vs air === "helps Protoss vs air switches and liberator contains"
Many of the coolest moments in sc2 happen due to worker harassment
Vision_
Profile Joined September 2018
874 Posts
Last Edited: 2022-03-30 12:43:25
March 30 2022 12:42 GMT
#3
Hallucinated units can be used to soak up damage on the front lines of a players army, but not so much.
Cost of units are part of their statistics, i would add any of this kind of changes, but i added the infestator auto-attack
Harris1st
Profile Blog Joined May 2010
Germany7088 Posts
March 30 2022 13:32 GMT
#4
On March 30 2022 21:16 Vision_ wrote:
I m thinking most of changes in this balance server must be oriented with functions of units, and not statistics (except for Lurkers which is a shame for beginners and casuals). This thread is here to list the changes with direct consequences on gameplay. Changes which affects a specific build order or end game are also listed below.


Show nested quote +
List of overall changes :

- Corrosives Biles decrease FF by - 6 seconds === "Help Toss to cover ground"
- Observers are avaible in warpgates building (need Cybernetics core) === "Help Toss to deny creep spread"
- Roach burrow allows them to pass cliffs === "Enhance the function of Roachs"
- Widow mines cargo size increased to 3 === "Avoid abusive drops"
- Ground terrain unsuitable for buildings === "Improve strategy"
- Infestor get a weak auto-attack === "helps Zergs control their units better"





Show nested quote +
List of specifics changes against specifics build order or in end game (mostly air toss) :

- Grab by vipers only none massive units === "Avoid abusive use"



Just add your toughts, concept and put in context , explaining part of the game you wish to less or more see. Then i will add to the list if the idea is enought convincing people.

ps : thank you if you can correct my vocabulary


Roaches have enough use already and this would make them INCREDIBLE ABUSIVE UNITS. NO
Viper without massive abduct ... what would leave that? Ghosts, tanks and Immortals? Thats about it right? Don't think it is so easy as to say "no massive". Besides every race has a counterplay to Vipers.

The others seems fine for me
Go Serral! GG EZ for Ence. Flashbang dance FTW
Moonerz
Profile Joined March 2014
United States461 Posts
March 30 2022 15:26 GMT
#5
If roaches could burrow up cliffs.... Terrans having ptsd to the heavy rain blink era lmao
InfCereal
Profile Joined December 2011
Canada1759 Posts
March 30 2022 17:18 GMT
#6
hydras should be able to throw banelings
Cereal
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2022-03-30 20:12:11
March 30 2022 20:04 GMT
#7
I said that in the other balance thread - I would start with economy. Something we discussed heavily before LotV but kind of died off after LotV released. So I would say:

* More linear degrading of mining efficency as the worker count increases
* Slightly lower mining rate overall

Games have shown that doing the above does not have a tremendous impact on the game and it still plays more-or-less the same. However, it does have a slight impact on build orders at the highest level and may encourage more aggressive expanding with non-max worker count. It also slightly helps recovery after being harassed in the mineral line.

Also I would suggest: double the supply cost and max cap of every unit except workers. This could also give a possibility of more fine-grained supply cost balance, as 1+1/2 or 2+1/2 would simply map to a whole (odd) number.
[MOD]Economy - Hot Mineral Harvesting
Sprog
Profile Joined April 2010
New Zealand83 Posts
March 30 2022 21:45 GMT
#8
On March 30 2022 21:35 Charoisaur wrote:
-Collossus gains a headbutt ability vs air === "helps Protoss vs air switches and liberator contains"


Haha makes me think of pokemon. Colo gains Hyperbeam, channelled attack that hits air
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
March 30 2022 23:30 GMT
#9
I don't really think it's possible they'll make these changes, but still fun to talk about.
-I think a great lurker solution is just to give them an unburrow time.
-Let colossus "lower" it's head for a movement speed/range reduction.
I'm not stupid, a marauder just shot my brain.
Beelzebub1
Profile Joined May 2015
1004 Posts
March 31 2022 01:03 GMT
#10
- Abduct on massive units decreases pull by 50%. This would keep it relevant while allowing massive abducted units to be a bit closer to their armies and give them a bit more of a chance to be micro'd away.

- Force Field requires 2 Corrosive Biles to break, keeps Corrosive powerful vs. Protoss without gimping Force Fields so hard, hopefully with a strengthened Sentry early game Protoss aggression could be a bit stronger.

- Reduce Ghost EMP upgrade size by a tiny bit, not too much though otherwise might as well remove it but it's pretty damn big when upgraded, seems kind of imba.

- Revert Protoss upgrade cost nerfs, it's a bygone nerf from a bygone era for bygone balance issues, if this nerf was even justifiable at all, probably not.

- Revert Warp Prism nerf, same reason as the upgrade nerf really just a dumb ass knee jerk nerf with no real justification, certainly none now.

- Something to make mech a teeny bit stronger vs. Zerg without making it imba. Perhaps some type of upgrade cost and time reduction? Just to shake up the variety in top level ZvT a bit, mech usually get's rofl stomped by top Zergs pretty hard and it's actually fun to see a mech game here or there in a BO5 or 7.

- The Lurker is probably fine at this point, I think a look into their bonus vs armored might be justified though, the unit looks and feels incredibly agile for a supposed siege unit but it's kind of in a weird spot where it's a bit strong vs. Protoss but Terrans have lots of counter play to it, so any nerfs need to be very ZvP oriented because Ghosts are already very strong vs Lurkers.
Gollomor
Profile Joined June 2011
Austria51 Posts
March 31 2022 01:13 GMT
#11
On March 31 2022 08:30 Jerubaal wrote:
-Let colossus "lower" it's head for a movement speed/range reduction.


I liked this idea so much that I had to photoshop what it would look like. Obviously the legs would need to be a bit more spread out but I think it looks awesome!!!

[image loading]
We are the Blades of Aiur
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
March 31 2022 04:39 GMT
#12
Bwahahaha.
I'm not stupid, a marauder just shot my brain.
661
Profile Joined May 2018
71 Posts
March 31 2022 06:52 GMT
#13
I want flying cloaked infestors with IT.

Thank you.
MarianoSC2
Profile Joined June 2015
Slovakia1855 Posts
Last Edited: 2022-03-31 07:18:04
March 31 2022 07:09 GMT
#14
Oh how I missed these Vision threads. Thanks mate this is gold !

My suggestions:
- All units get teleport ability like BC does. Would help make super fun gameplay for sure.
- Baneling blink is a must as currently its too hard to control them and make them kill everything on the map
- Marine stim should not decrease their health to compensate for the baneling change. Also stim upgrade stacks infinitely = you always get a new stats upgrade with each stim
- As for much needed protoss buffs, I think the only change we really need is for a disruption nova explosion to be triggered every time a protoss unit dies. Or if devs would be willing to do something more creative then a black hole could be created sucking in all the units in a specific radius. This would make other races not want to attack protoss thus we get higher probability of a toss champion

I think this would solve most isses we are currently facing in the game. Easy.
Top 11: Rogue, Maru, Inno, Zest, Life, sOs, Stats, Dark, soO, Mvp, Classic/Trap/MC/Rain
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
March 31 2022 13:48 GMT
#15
@661 @MarianoSC2

Truly, you two are among the greatest minds of this thread, on par with YokaKano and CombatEx.
I'm not stupid, a marauder just shot my brain.
Creager
Profile Joined February 2011
Germany1923 Posts
Last Edited: 2022-03-31 14:30:15
March 31 2022 14:28 GMT
#16
- Make researchable upgrade 'Medivac Afterburners' a win condition for Terran, but don't announce it === "Would tremendously help casual TvP winrate without affecting pro play"
- Make losing your first Reaper up to 2 minutes after building it a win condition for Terran, but don't announce it === "Would tremendously help casual TvZ winrate without affecting pro play"
... einmal mit Profis spielen!
Vision_
Profile Joined September 2018
874 Posts
April 10 2022 11:59 GMT
#17
On March 31 2022 16:09 MarianoSC2 wrote:
Oh how I missed these Vision threads. Thanks mate this is gold !

My suggestions:
- All units get teleport ability like BC does. Would help make super fun gameplay for sure.
- Baneling blink is a must as currently its too hard to control them and make them kill everything on the map
- Marine stim should not decrease their health to compensate for the baneling change. Also stim upgrade stacks infinitely = you always get a new stats upgrade with each stim
- As for much needed protoss buffs, I think the only change we really need is for a disruption nova explosion to be triggered every time a protoss unit dies. Or if devs would be willing to do something more creative then a black hole could be created sucking in all the units in a specific radius. This would make other races not want to attack protoss thus we get higher probability of a toss champion

I think this would solve most isses we are currently facing in the game. Easy.


Some people here have fun with my opinions but when i talked about for example roachs against zealots, people just react saying roachs are bullshit. I know how good roachs can be.
tskarzyn
Profile Joined July 2010
United States516 Posts
Last Edited: 2022-04-10 12:29:01
April 10 2022 12:25 GMT
#18
-Eliminate BC teleport
-Reduce disruptor ball speed slightly
-F2 grabs Queens and Observers (remove obs mode for overseers and observers)
-Control group max of 64 units
sirok_
Profile Joined November 2019
33 Posts
Last Edited: 2022-04-10 18:44:06
April 10 2022 18:15 GMT
#19
To make defensive late-game Zerg less strong at the pro-level :
- Vipers can't abduct heroic unit (mothership)
- Vipers abduct pull on massive units decreases by 50%

To stop aggressive lurkers push :
- Lurkers adaptive Talons upgrade removed (2->1 sec burrow time)

Wishful thinking for making the game more fun and dynamic :
- Battle cruisers yamato cannon deals 50 splash damage (radius of 2)
- New tactical nuke "supersonic boost" upgrade at the ghost acadamy - costs 150/150, 45 seconds research time - reduces tactical nuke duration from 14 seconds to 11 seconds
- Reapers KD8 Charge damage increased to 15 (from 5) - but takes 1.5 more second to detonate and its cooldown increases to 20 seconds (from 14 seconds)
- Strategic Recall duration decreased from 4 seconds to 2 seconds
- New Ultralisk "frenzy" ability makes him attack 2 times faster - but reduces his armor to 0 (duration : 6 seconds, cooldown : 60 seconds)
Beelzebub1
Profile Joined May 2015
1004 Posts
April 10 2022 21:23 GMT
#20
To make defensive late-game Zerg less strong at the pro-level :
- Vipers can't abduct heroic unit (mothership)
- Vipers abduct pull on massive units decreases by 50%


Well obviously I agree...

To stop aggressive lurkers push :
- Lurkers adaptive Talons upgrade removed (2->1 sec burrow time)


Not sure if it's needed anymore, people seem like they are getting better vs. Lurkers.

A better change would be to make FF require 2 biles to knock down, bring back great FF play!
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