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On December 15 2022 00:00 Beelzebub1 wrote:Show nested quote +On December 14 2022 14:22 Athenau wrote: The Zergluminati are a meme, but if you're putting out balance patches that look indistinguishable from what a shadowy Zerg cabal would create, consider that you might be doing something wrong. And what exactly about this looks like it was created by a, "shadowy Zerg cabal."? I'm not saying I'm the biggest fan of these changes (as is stated in my post) but no offense, I think alot of people here are having a bit of an overreaction. The Hydra changes absolutely make them more micro friendly, isn't that what people what? Or do they just want Zerg to be weaker? If this change pushes Hydras over the top they can always reduce their HP a tad. Ultralisks have long been borderline useless, none of these changes are a stat buff, why shouldn't they receive a viability/QoL change? Yea Brood Lords are a tiny bit faster, but brood lings have their CD cut almost in half, seems pretty reasonable. It's not like going from 1.97 to 2.3 is massive. Ravager nerf, substantial Viper nerf (well warranted I might add), and to be fair to the people that are upset, I also think the Tumor Change is half useless, but the vision decrease is absolutely a nerf. I know there are people here that think that creep needs to be borderline removed from the game. So is the issue that Zerg didn't get nerfed sufficiently? I have a difficult time getting behind this, "The sky is falling" mentality that is apparently popular around here.
I agree a lot of people are going overboard but imo the reasons are a few things.
Hydras seem to be in a good spot and I think a lot of people feel they fill their role well enough. Hopefully if they do get buffed its not everything currently on the PTR.
Most the zerg nerfs dont really seem like legit nerfs either lol. Kind of like false flags to keep the peace for lack of a better term.
Nerfing Toss and Terran lategame when they seem to be somewhat on equal footing with zerg lategame. I dont think either T or P was oppressive in the lategame. I do agree that perhaps ghosts were a bit too much of a catch all vs Z, but you need to distribute power to other units to compensate which doesnt seem to be the case.
It seems to me that Zerg has been accepted as the best late game race and it cant be contested (or else theres nerfs) so we generally run into a "stop them before they get there" meta and lategame for P and T is the mixup. Then you add that hydras are getting stronger it will make the mid game tougher to abuse and once the all ins get figured out Zerg is right back to being at an advantage forcing games to go late.
Who knows, I havent messed with it but maybe the viper nerf wipl be a bigger deal than people think but imo consume is the bigger issue there than delay post yoink.
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Do people realize what the 200%->150% on Battery Overcharge mean? While it means that the Battery itself is 3/4 as good as before. It also means your Battery Overcharge is half as good. It buffs your Shield Battery by 50% instead of 100%.
This together with the EMP nerf are the biggest changes in this patch.
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On December 15 2022 00:00 Beelzebub1 wrote:Show nested quote +On December 14 2022 14:22 Athenau wrote: The Zergluminati are a meme, but if you're putting out balance patches that look indistinguishable from what a shadowy Zerg cabal would create, consider that you might be doing something wrong. And what exactly about this looks like it was created by a, "shadowy Zerg cabal."? I'm not saying I'm the biggest fan of these changes (as is stated in my post) but no offense, I think alot of people here are having a bit of an overreaction. The Hydra changes absolutely make them more micro friendly, isn't that what people what? Or do they just want Zerg to be weaker? If this change pushes Hydras over the top they can always reduce their HP a tad. Ultralisks have long been borderline useless, none of these changes are a stat buff, why shouldn't they receive a viability/QoL change? Yea Brood Lords are a tiny bit faster, but brood lings have their CD cut almost in half, seems pretty reasonable. It's not like going from 1.97 to 2.3 is massive. Ravager nerf, substantial Viper nerf (well warranted I might add), and to be fair to the people that are upset, I also think the Tumor Change is half useless, but the vision decrease is absolutely a nerf. I know there are people here that think that creep needs to be borderline removed from the game. So is the issue that Zerg didn't get nerfed sufficiently? I have a difficult time getting behind this, "The sky is falling" mentality that is apparently popular around here. The point is that a actual shadowy Zerg cabal would suggest buffs that aren't blatantly imbalanced, but still move the (balance) needle in the wrong direction, while camouflaging them with inconsequential nerfs.
Look at the Zerg nerfs: * The creep cooldown "nerf" doesn't matter as even elite pros don't spread tumors on cooldown. * Ravager morph nerf--how often is a 5 second increase to morph time going to make a difference? Which timings are rendered defendable by a 5 second margin? * Broodlord nerf--Only matters if broodlings were lasting longer than 3.57 seconds in the first place, but if you aren't cleaning up broodlings quickly you're going to lose anyway. Meanwhile a speed increase is a buff in almost every situation. * The viper nerf sounds significant, but it appears to be almost imperceptible quite small in practice. Meanwhile Terran takes a big nerf to the one unit that was holding their lategame together (the ghost), and likewise Protoss takes large nerfs to Carriers and Disruptors.
Also, I want to point out that smaller Ultralisks with greater range slop is _not_ "QoL". It's a straight up buff because it means the Ultra will dealing out damage more consistently thanks to better pathing and less effective kiting by ranged units.
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If they don't revert every protoss nerf the race will be unplayable
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On December 15 2022 03:37 Athenau wrote:Show nested quote +On December 15 2022 00:00 Beelzebub1 wrote:On December 14 2022 14:22 Athenau wrote: The Zergluminati are a meme, but if you're putting out balance patches that look indistinguishable from what a shadowy Zerg cabal would create, consider that you might be doing something wrong. And what exactly about this looks like it was created by a, "shadowy Zerg cabal."? I'm not saying I'm the biggest fan of these changes (as is stated in my post) but no offense, I think alot of people here are having a bit of an overreaction. The Hydra changes absolutely make them more micro friendly, isn't that what people what? Or do they just want Zerg to be weaker? If this change pushes Hydras over the top they can always reduce their HP a tad. Ultralisks have long been borderline useless, none of these changes are a stat buff, why shouldn't they receive a viability/QoL change? Yea Brood Lords are a tiny bit faster, but brood lings have their CD cut almost in half, seems pretty reasonable. It's not like going from 1.97 to 2.3 is massive. Ravager nerf, substantial Viper nerf (well warranted I might add), and to be fair to the people that are upset, I also think the Tumor Change is half useless, but the vision decrease is absolutely a nerf. I know there are people here that think that creep needs to be borderline removed from the game. So is the issue that Zerg didn't get nerfed sufficiently? I have a difficult time getting behind this, "The sky is falling" mentality that is apparently popular around here. The point is that a actual shadowy Zerg cabal would suggest buffs that aren't blatantly imbalanced, but still move the (balance) needle in the wrong direction, while camouflaging them with inconsequential nerfs. Look at the Zerg nerfs: * The creep cooldown "nerf" doesn't matter as even elite pros don't spread tumors on cooldown. * Ravager morph nerf--how often is a 5 second increase to morph time going to make a difference? Which timings are rendered defendable by a 5 second margin? * Broodlord nerf--Only matters if broodlings were lasting longer than 3.57 seconds in the first place, but if you aren't cleaning up broodlings quickly you're going to lose anyway. Meanwhile a speed increase is a buff in almost every situation. * The viper nerf sounds significant, but it appears to be almost imperceptible quite small in practice. Meanwhile Terran takes a big nerf to the one unit that was holding their lategame together (the ghost), and likewise Protoss takes large nerfs to Carriers and Disruptors. Also, I want to point out that smaller Ultralisks with greater range slop is _not_ "QoL". It's a straight up buff because it means the Ultra will dealing out damage more consistently thanks to better pathing and less effective kiting by ranged units.
I think people are seriously under-estimating the zerg nerfs and over estimating the ghost nerf.
The creep nerf is a bit strange, and I think we'll need to really see it in action. I suspect players will adjust their internal timer accordingly, and the margin of error will be the same. Anyone below GM, probably won't even notice- but surely we're not pretending that's an issue.
Remember when void rays got a 6 second build time nerf, and immediately it changed the meta? (I understand that build time gets cascaded do to sequential building in a stargate, less so for Ravagers, but the point stands.) 5 seconds is OFTEN the difference between holding and all-in and not, even far below GM. Keep in mind this is also direct scouting time increase, since roaches have to be out already. Outside of all-ins, we won't see much change. Again, are we actually concerned that the ravager is too good in long games?
The broodlord nerf could mean almost have the broodlings out at one time, and a significant decrease in damage output when relying on spawning broodlings from other structures/ units (ie, attacking exposed depots to add range to the BL). In a straight up fight, yeah, not much will change. But BLs were already absolutely terrible in those situations. More concerning, the broodling cheese is currently the ONLY way to deal with turtled Thor + Ghost comps- and that's gone now.
I don't know what to say if you can't see the impact of the viper change. In practice, vipers should almost never be able to pull off a double abduct like that now- and will likely just trade themselves out for every abduct in most realistic situations.
The Ultra buff is not that big of a deal. No stat changes are at play here (aside from range slop, curious how much that will come into play), it just means you can't hide behind a mineral patch and invalidate a T3 unit.
The Protoss nerfs, I'm willing to say are a bit suspect. The carrier changes should have happened a LONG time ago, I think we can all agree. Everything around that, I'm glad to see, but some more compensation is probably needed.
The ghost change is seriously getting overblown. They no long get free kills every time zerg retreats. Fights can now be advantage terran, not a complete stop. In any direct fight, nothing will change. The ghost still counters every zerg unit, many of those units now just have the option to not fight/ be picked off for free.
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The creep nerf is a bit strange, and I think we'll need to really see it in action. I suspect players will adjust their internal timer accordingly, and the margin of error will be the same. Anyone below GM, probably won't even notice- but surely we're not pretending that's an issue.
This makes no sense, if pros aren't playing around the cooldown now, why would they do so afterwards?
The ghost change is seriously getting overblown. They no long get free kills every time zerg retreats. Fights can now be advantage terran, not a complete stop. In any direct fight, nothing will change. The ghost still counters every zerg unit, many of those units now just have the option to not fight/ be picked off for free. That free damage is a large part of how Terran gets value in the match up. You act like TvZ lategame is some sort of autowin for Terran, when they routinely get rolled even if they're trading 50% more cost effectively than Zerg.
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On December 14 2022 14:22 Athenau wrote: The Ultra buff is not that big of a deal. No stat changes are at play here (aside from range slop, curious how much that will come into play), it just means you can't hide behind a mineral patch and invalidate a T3 unit.
not true, as a demonstration video showed, because the ultra is smaller there are less units that can surround it, so less damage that can be done to it at once and therefore it is stronger against melee units. For instance zealots. if u do an ultra counter attack not only will the ultras fit between ur cannons and shield batteries, zealots warp ins will be less effective dealing against them.
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On December 15 2022 04:41 Draddition wrote: The ghost change is seriously getting overblown. They no long get free kills every time zerg retreats. Fights can now be advantage terran, not a complete stop. In any direct fight, nothing will change. The ghost still counters every zerg unit, many of those units now just have the option to not fight/ be picked off for free.
+1 to what Athenau said. These "free kills" is exactly what gives terrans a good chance in the late TvZ. And did terrans dominate late game TvZ? Even Maru was +/- even vs top-4 zerg with ghosts help, he didn't dominate them. And he was head & shoulders above any other terran in how he used ghosts.
Remove these "free kills", and I think you'll probably see Maru winning 20-30% of late game TvZ vs Dark/Serral/Reynor, and everyone else not having a chance. It might degenerate to a situation where every pro-level TvZ is "kill Zerg in first 8 minutes or die". And when top zerg know they just need to defend and survive to late game, and they're invincible - this is what they will do every game.
Sometimes I feel that people got so used to top zerg domination and it-felt-inevitable wins in late game, that when it became 50/50 for a few top terrans, some see it as ghost being imba, not ghost giving a good fighting chance.
Meanwhile, current EMP and snipe are so imba that terrans won whooping 2 global top-level tourneys out of 13 in 2022, while Protoss won 3 and Zerg won 8. We need to nerf that ASAP, yeah, it's totally killing the balance.
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On December 15 2022 04:59 CicadaSC wrote: not true, as a demonstration video showed, because the ultra is smaller there are less units that can surround it, so less damage that can be done to it at once and therefore it is stronger against melee units. But don't ultras now also have a bit smaller aoe area? I might be wrong ofc.
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On December 15 2022 06:11 ZeroByte13 wrote:Show nested quote +On December 15 2022 04:59 CicadaSC wrote: not true, as a demonstration video showed, because the ultra is smaller there are less units that can surround it, so less damage that can be done to it at once and therefore it is stronger against melee units. But don't ultras now also have a bit smaller aoe area? I might be wrong ofc. If they do, it's not mentioned in the patch notes.
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On December 15 2022 05:47 ZeroByte13 wrote:Show nested quote +On December 15 2022 04:41 Draddition wrote: The ghost change is seriously getting overblown. They no long get free kills every time zerg retreats. Fights can now be advantage terran, not a complete stop. In any direct fight, nothing will change. The ghost still counters every zerg unit, many of those units now just have the option to not fight/ be picked off for free.
+1 to what Athenau said. These "free kills" is exactly what gives terrans a good chance in the late TvZ. And did terrans dominate late game TvZ? Even Maru was +/- even vs top-4 zerg with ghosts help, he didn't dominate them. And he was head & shoulders above any other terran in how he used ghosts. Remove these "free kills", and I think you'll probably see Maru winning 20-30% of late game TvZ vs Dark/Serral/Reynor, and everyone else not having a chance. It might degenerate to a situation where every pro-level TvZ is "kill Zerg in first 8 minutes or die". And when top zerg know they just need to defend and survive to late game, and they're invincible - this is what they will do every game. Sometimes I feel that people got so used to top zerg domination and it-felt-inevitable wins in late game, that when it became 50/50 for a few top terrans, some see it as ghost being imba, not ghost giving a good fighting chance. Meanwhile, current EMP and snipe are so imba that terrans won a whooping 1 global top-level tourney out of 12 in 2022, while Protoss won 3 and Zerg won 8. We need to nerf that ASAP, yeah, it's totally killing the balance.
I agree with everything you're saying but Maru did manage to win 2 events this year (Last Chance and GSL).
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On December 15 2022 06:11 ZeroByte13 wrote:Show nested quote +On December 15 2022 04:59 CicadaSC wrote: not true, as a demonstration video showed, because the ultra is smaller there are less units that can surround it, so less damage that can be done to it at once and therefore it is stronger against melee units. But don't ultras now also have a bit smaller aoe area? I might be wrong ofc. Somebody did youtube video showing a battle testing between the current ultra and the patched version vs Marines and then vs Zealot, all sides fully upgraded. The result show that the new Ultra does better by 10-15% in term of the unit left from the Marines/Zealot side. Not sure how many time this person run the simulation so it might be a bit of “randomness” in there
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On December 15 2022 00:00 Beelzebub1 wrote:Show nested quote +On December 14 2022 14:22 Athenau wrote: The Zergluminati are a meme, but if you're putting out balance patches that look indistinguishable from what a shadowy Zerg cabal would create, consider that you might be doing something wrong. And what exactly about this looks like it was created by a, "shadowy Zerg cabal."? I'm not saying I'm the biggest fan of these changes (as is stated in my post) but no offense, I think alot of people here are having a bit of an overreaction. The Hydra changes absolutely make them more micro friendly, isn't that what people what? Or do they just want Zerg to be weaker? If this change pushes Hydras over the top they can always reduce their HP a tad. Ultralisks have long been borderline useless, none of these changes are a stat buff, why shouldn't they receive a viability/QoL change? Yea Brood Lords are a tiny bit faster, but brood lings have their CD cut almost in half, seems pretty reasonable. It's not like going from 1.97 to 2.3 is massive. Ravager nerf, substantial Viper nerf (well warranted I might add), and to be fair to the people that are upset, I also think the Tumor Change is half useless, but the vision decrease is absolutely a nerf. I know there are people here that think that creep needs to be borderline removed from the game. So is the issue that Zerg didn't get nerfed sufficiently? I have a difficult time getting behind this, "The sky is falling" mentality that is apparently popular around here. You're missing a big part of context where terran and protoss received almost all nerfs, especially in the lategame. Zerg, despite being the race favoured to win every tournament, received buffs. There's no balance here. And it looks worse on the mystery team behind it when the supposed 'nerfs' to zerg are completely unimpactful, and 'buffs' to terran are in regard to units that have no impact.
Overall the patch nerfs the exact units zerg find frustrating (ghosts, sensor towers, battery overcharge, carriers, disruptors) and buffs the one they feel aren't strong enough but still play every game (hydras and ultras) and regularly win with.
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On December 15 2022 03:36 ejozl wrote: Do people realize what the 200%->150% on Battery Overcharge mean? While it means that the Battery itself is 3/4 as good as before. It also means your Battery Overcharge is half as good. It buffs your Shield Battery by 50% instead of 100%.
This together with the EMP nerf are the biggest changes in this patch. Ironically, it is currently still at 200% on PTR since Blizzard modified unused elements with a similar name. 
They have to edit the behavior "BatteryOvercharge" and change the "HealDealtMultiplier" from 2 to 1.5.
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On December 15 2022 10:28 JJH777 wrote: I agree with everything you're saying but Maru did manage to win 2 events this year (Last Chance and GSL).
Thanks, I've fixed it.
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On December 15 2022 05:47 ZeroByte13 wrote:Show nested quote +On December 15 2022 04:41 Draddition wrote: The ghost change is seriously getting overblown. They no long get free kills every time zerg retreats. Fights can now be advantage terran, not a complete stop. In any direct fight, nothing will change. The ghost still counters every zerg unit, many of those units now just have the option to not fight/ be picked off for free.
+1 to what Athenau said. These "free kills" is exactly what gives terrans a good chance in the late TvZ. And did terrans dominate late game TvZ? Even Maru was +/- even vs top-4 zerg with ghosts help, he didn't dominate them. And he was head & shoulders above any other terran in how he used ghosts. Remove these "free kills", and I think you'll probably see Maru winning 20-30% of late game TvZ vs Dark/Serral/Reynor, and everyone else not having a chance. It might degenerate to a situation where every pro-level TvZ is "kill Zerg in first 8 minutes or die". And when top zerg know they just need to defend and survive to late game, and they're invincible - this is what they will do every game. Sometimes I feel that people got so used to top zerg domination and it-felt-inevitable wins in late game, that when it became 50/50 for a few top terrans, some see it as ghost being imba, not ghost giving a good fighting chance. Meanwhile, current EMP and snipe are so imba that terrans won whooping 2 global top-level tourneys out of 13 in 2022, while Protoss won 3 and Zerg won 8. We need to nerf that ASAP, yeah, it's totally killing the balance. I think it makes sense to look at this year, because the last patch was March 15. But I'd only go back to that date. Looking at the FULL list, I wouldn't think Terran is weak, but much rather Protoss. Terran with 3 wins and Protoss with 2 is close. But then also consider that only 1 Protoss came in second..
Show nested quote +On December 15 2022 18:09 Ahli wrote:On December 15 2022 03:36 ejozl wrote: Do people realize what the 200%->150% on Battery Overcharge mean? While it means that the Battery itself is 3/4 as good as before. It also means your Battery Overcharge is half as good. It buffs your Shield Battery by 50% instead of 100%.
This together with the EMP nerf are the biggest changes in this patch. Ironically, it is currently still at 200% on PTR since Blizzard modified unused elements with a similar name.  They have to edit the behavior "BatteryOvercharge" and change the "HealDealtMultiplier" from 2 to 1.5.  This should add to the Zerg cabal conspiracy that they didn't want players to find out how noticable the change is
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I'm happy we're finally getting a patch and many of these changes are in the right direction, however I think there is too much change in this single patch. I think this next patch should focus mostly on reverting prior balance changes that were either bad or failed. Proposed changes below.
Zerg
Creep Tumor
Cooldown increased from 11 to 13 seconds. Sight range reduced from 11 to 10.
Hatchery, Lair and Hive
Creep spread interval decreased from 0.3 to 0.25. Sight range increased from 10,11,12 to 12.
Viper
Added 0.71 second Cast Finish Time to abduct (can not move or use other abilities during this time).
Ultralisk
Reduced size by 12.5%.
Increase range slop from 1 to 1.4 (range target can move before miss).
Overall good change to make Ultra's more effective but increasing their range, albeit indirectly seems a bit much.
Hydralisk
Muscular Augments move speed bonus increased from 0.79 to 1.05. Damage point reduced from 0.15 to 0.1.
I think Hydras are in a good place and don't see a reason for this change
Brood Lord
Move speed increased from 1.97 to 2.3.
Broodling
Duration reduced from 5.71 to 3.57.
Ravager
Build time increased from 12 to 17 seconds.
Protoss
Patch 4.11.0 Revert Observer Move speed increased from 2.63 to 2.82. Model size increased by 17.5%. Observer movement speed decreased from 3.01 to 2.63. Gravitic Boosters upgrade now increases movement speed by 1.31, down from 1.51.
This change in 2019 was clearly biased and not a legitimate balance change. PTR partially reverts but we don't need a new bunker timing every patch so might as well revert the entire idea as it didn't serve any purpose but a poor QOL change.
Disruptor
Purifier Orb radius reduced from 1.5 to 1.35.
I think the core of the problem here isn't that Disruptor are too strong but the Colossus change from patch 4.0.0 caused this unit to be the only reliable splash and is therefore overused
Carrier
Interceptor shields reduced from 40 to 30. Interceptor attack target priority reduced from 20 to 19. Interceptor flying radius around target increased.
Carriers have already been nerfed multiple times. We rarely see a protoss come back from losing due to Carrier but do see Protoss close out games where they are already far ahead.
Archon
Can now fit between single-gap walls. (Collision size with other units unaffected).
Sentry
Build time reduced from 26.4 to 22.9 seconds.
What balance issue does this solve?
Shield Battery
Battery Overcharge recharge rate reduced from 200% to 150%.
Something might need to be done with battery overcharge but i think a 50% nerf is too much. I think the main problem is the design of overcharge is kind of feast or famine where it can instantly die to focus fire and do nothing or allow a colossus to range siege tanks. Open to a change just not this one as it is.
Patch 4.8.3 Revert Forge Level 1 upgrades research time reduced by 7 seconds. Level 2 upgrades research time reduced by 9 seconds. Level 3 upgrades research time reduced by 11 seconds.
Level 1 upgrade times increased by 15 seconds. Level 2 upgrade times increased by 18 seconds. Level 3 upgrade times increased by 22 seconds.
PTR partially reverts this change but this was another change I think was done out of bias against Protoss rather than any legitimate balance issue.
Patch 4.8.2 Revert Adept Gateway build time increased from 27 seconds to 30 seconds. Warp Gate cooldown remains unchanged.
This change should be reverted because it created a balance issue at top level of play where Terran can proxy a reaper and attack probes before Protoss is able to get an adept or stalker out, even with perfect micro and defense at least 1 probe is guaranteed to go down. Reverting this change should allow a cyber before nexus build to better defend against this build.
Patch 4.0.0 Revert Colossus Thermal Lance base range increased from 6 to 7. Thermal Lance damage changed from 12 to 10 (+5 light). Protoss ground weapon upgrades will add +1 to base and +1 to light. Extended Thermal Lance cost reduced from 200/200 to 150/150. Range upgrade increased Thermal Lance range by +2 instead of +3.
In theory this was a good change, as it increased the effectiveness of Marauder/Roach/Ravager vs Colossus while making colossus more effective vs Stim Marine timings. In practice it resulted in getting 3 Colossus max to hold Marine heavy comps early, then switching entirely to Disruptor as the unit falls off once Marines are replaced by Marauder/Ghost/WM compositions. It also virtually disappeared the Colossus from the PvZ matchup
Terran
Ghost
Enhanced Shockwaves upgrade removed. Base EMP radius increased from 1.5 to 1.75.
Steady Targeting is canceled if the target moves more than 13.5 range away from the ghost while casting (Cast range is 10).
Good change as this increases Ghost ability to counter HT rush builds while toning down how oppressive EMP is in lategame where two EMP's can blanket a 200 supply army. Snipe change is too big a nerf so I think this change should be cancelled.
Banshee
Hyperflight Rotors upgrade time reduced from 121 to 100 seconds. Hyperflight Rotors cost reduced from 150/150 to 125/125.
Not sure why this is needed
Cyclone
Mag-Field Accelerator damage bonus changed from +20 vs armored to +10 vs all.
I don't like this change because in PvT there is good balance parity between Cyclone vs Oracle and Cyclone vs Stalker. This change makes Cyclones overly counter Oracle, and too weak vs Stalker
Sensor Tower
Radar range reduced from 30 to 27.
Raven (rework)
Gas cost reduced from 200 to 150. Build time reduced from 43 to 30 seconds. Starting Energy increased from 50 to 75. Interference Matrix duration reduced from 11 to 8 seconds. Anti-Armor Missile armor reduction reduced from 3 to 2. Corvid Reactor upgrade removed. Auto Turret energy cost increased from 50 to 75.
Costing 50 less gas and coming out 13 seconds earlier seems way too big of a buff. At the same time Terrans should be rewarded for good use of Interference Matrix
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On December 16 2022 20:09 Rain_fan wrote:
Mag-Field Accelerator damage bonus changed from +20 vs armored to +10 vs all.
I don't like this change because in PvT there is good balance parity between Cyclone vs Oracle and Cyclone vs Stalker. This change makes Cyclones overly counter Oracle, and too weak vs Stalker Oracles are armored since Jan 2019 i.e. last 4 years.
On December 16 2022 20:09 Rain_fan wrote:
Hyperflight Rotors upgrade time reduced from 121 to 100 seconds. Hyperflight Rotors cost reduced from 150/150 to 125/125.
Not sure why this is needed How often do you see this upgrade being used in pro-level games? 0.1% of games? Because it's expensive, takes too long and is not very impactful most of the time.
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Everyone talking about conspiracy theories regarding "secret zerg cabals" has completely lost the plot.
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Maybe, but whoever came up with this patch has also completely lost the plot. If you're playing Zerg, of course you're happy with this patch.
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