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Balance Patch 5.0.11 PTR Patch Notes - Page 17

Forum Index > SC2 General
594 CommentsPost a Reply
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SHODAN
Profile Joined November 2011
United Kingdom1071 Posts
Last Edited: 2022-12-22 16:34:10
December 22 2022 13:44 GMT
#321
On December 20 2022 11:36 Yoshi Kirishima wrote:
I'm a mech only player and I'm sad I'm reminded that Cyclone, Raven, Sensor Tower changes will be nerfing mech directly once again... Banshee will be buffed sure but it was fine already and won't be a core mech unit. Would be nice if we gave a tiny bit of love to Hellions, Hellbats, or Cyclones to make mech more rounded and solid.

For example, why can't we buff Hellion damage from 8 (+6 vs Light) to 9 (+5 vs Light)?
Especially with the Raven nerfs and AA missile nerfs, which also makes Hellion comps/squads weaker.
The fact that this wasn't buffed along with the AA missile nerf is kind of proof that the balance committee isn't putting enough care into addressing side effects of the proposed changes, or are choosing to neglect certain unit comps. Hellions are maybe the unit that pairs best with the Raven because of the mineral and gas ratio. (Other than the Marine, which the AA missile nerf is actually for). I refuse to believe the balance committee wanted the AA missile nerf to also nerf Hellion comps.

Hellion having 9 damage vs non-light will not make them suddenly beat Stalkers, Roaches, Marauders, Queens, or ruin any other interaction. Yet it will be a small change that will still help mech comps regardless, by making Hellion slightly more rounded of a unit.

Also, what if Blue Flame's upgrade was changed from +5 vs Light, to +1 (+4 vs Light) for example?
If Cyclones are going to be worse against armored units like Stalker/Immortal/Roaches, then it would be nice if Hellions were even slightly better vs those units. Doing 10 damage to non-Light units with Blue Flame instead of the current 8 damage would be nice, and it really won't ruin anything.

We can give very significant buffs to Zerg units that are already good and useful, but not even tiny incremental ones that'd help weaker strategies/comps. (Why not buff Sentry damage from 6 to 10, heck even 8, if we want Gateway armies to be stronger?)


speed-mech represents a huge missed opportunity of balance design in sc2. hellions, cyclones and widow mines have such an awesome synergy. those 3 units together are very satisfying to control as part of a speed-mech composition .I never had so much fun playing terran in early LotV, when the meta was still evolving (zergs were slow to realize just how good mass ravagers are :D). none of this matters because speed-mech is too weak to play competitively

on the other hand, starport units are very strong, but they have an incredibly ugly synergy because their unit roles are so confused, and this makes them feel unsatisfying to play with and play against. look at vikings

so godlike in TvT that the whole matchup revolves around them to an annoying and tiresome extent
vP, you just make enough of them to trade, which is fine
waste of supply in vZ, except for the 1 you might build to kill early overlords

I wish I could articulate it better, but it feels so awkward that a supposed air supremacy unit can be so indomitable in one matchup and so thoroughly useless in the other.

that same awkwardness I feel with liberators, because of their comically bad anti-air attack and complete lack of counter-play when an opponent side-steps your liberation zones.

I was inspired while watching Top Gun to redesign vikings after the F-14 Tomcat, to resolve its identity crisis. I want it to have an exciting (but limited) AA attack, while preserving and maximizing its versatility as a disposable harass unit, like we all imagined it would be when it was first revealed in the pre-release of SC2. I borrowed ideas from BW's spider mine ability, which is limited but powerful, and the vulture's secondary role as cannon-fodder / harass-fodder:

VIKING
- dramatically increase aerial movement speed to Very Fast, or at least give it a movement speed upgrade in the techlab
- remove Lanzer Torpedoes AA attack. replace with gatling cannon AA attack. this reduces the viking's standard AA attack from 9 to 6
- new AA weapon: SEEKER MISSILES! 2 x long-range, high single-damage (no splash) sidewinder missiles that cannot be replenished, just like an F-14 tomcat. missile comes out and stays immobile in front of the viking for a short time while charging up, then rapidly moves and explodes at the target. targeted unit lights up red when targeted. I'm not sure whether the missile should be dodgeable and fizzle out if the target unit moves out of range, or if the missile itself should be snipable in mid-air (with lowest possible target priority, so that the opponent is rewarded for precise control), but it's fun to imagine that missile becomes more reliable when used at close range instead of max range (introducing an exciting risk / reward mechanic).
- tweak viking HP / gatling gun dmg until the balance is sweet

I love this idea because seeker missiles were fun, fun, fun. utterly broken as a raven attack because ravens could replenish them to infinity in the lategame, but the idea was good.

edit: I think the reason why it's so godlike in one matchup, useless in another, is because the viking was given the wrong combination of strengths and weaknesses. it's slow AF and must stop to attack, but it can shoot from a long way away + spot for tanks. terran is the only race that doesn't have a fast air control unit, like mutas and phoenix / oracle, so I think the viking is the best candidate to fill that empty role. vikings are anti-fun in TvT. who has more vikings than the opponent is not compelling gameplay and this is not the viking we were promised during SC2's pre-release.

there are lots of good ideas to be stolen from movies like Terminator (the aerial Hunter-Killer vehicles during the flashback sequence) and games like Thunderforce, that have so many interesting and original weapon upgrades. idk, the whole terran sky army just feels so lazy and band-aided at this point. liberators are finicky to control, and I feel weary every time I watch a pro terran attempt to pre-emptively unsiege a liberator and move it out of harm's way (it NEVER works). there has to be some kind of counter-counter play that makes it not such a 1-dimensional siege unit. should it even be a siege unit in the first place? I don't know... maybe the problem is siege mode and not its inherent role as a siege unit. tempests work just fine as a siege unit without having to become static missile turrets, and I quite like the idea of the liberator being a medium-range, mobile siege unit to differentiate itself from the other siege types in SC2.

LIBERATOR
- remove Defender Mode, replace with Hunter Mode. in Hunter Mode, the liberator's movement speed is dramatically reduced. Concord Cannon (rail gun) inflicts single target damage to ground units in a conal area in front of the liberator (a cone, not a circle like we currently have with liberation zones). liberators can rotate 360 degrees while in Hunter Mode. reduce the air-to-ground attack damage of the rail gun by half, but now it fires twice as fast.
- remove Lexington Rockets (the laughably weak AA attack). replace with a rebalanced version of the old AA attack that inflicted strong splash against clumps of muta / corruptor / interceptors, but was weak vs single targets like colossus and brood lords.

to me, this clearly defines the viking as an exciting semi-suicidal single-target AA fighter, with strong secondary use as a harass unit thanks to its increased speed. it'll be a lot more satisfying to land vikings in the opponent's base now, and will give mechplay the drop option it so badly needs (thors in medivacs? c'mon, that shit is goofy AF). at the same time, you have a clearly defined AA splash from the liberator, which leaves the thor kinda obsolete on the ground. congrats, you are now free to redesign the thor or delete it from the game entirely. cyclones have more than enough potential to compensate for that loss.

remove thors from the game? (or make it a fun Mothership type unit for 4v4 reasons)

Javelin Missiles replaced by a dignified liberator AA attack

250mm Punisher Cannons replaced by buffed and tweaked cyclones.

CYCLONE
- gas cost reduced from 100 to 75
- lock-on autocast attack priority fixed to armored > light
- Typhoon Missile Pod changed to Typhoon Missile Pods plural (the cyclone fires twice and can attack 2 targets at once).
- Typhoon Missle Pod damage reduced from 18 to 10 (or maybe 12... test it)
- new upgrade: Charon Boosters. increases the golia-- erm, the cyclone's lock-on activation-range by 1 against both air and ground units. careful not to confuse "activation range" with the actual attack-range of lock-on.
- Mag-Field Accelerator: increases the attack speed of the first 4 shots of the cyclone's lock-on. damage bonus changed from +20 vs armored to +10 vs armored only

WIDOW MINE
reduce the supply cost of widow mines from 2 to 1, but make it destruct upon firing so that it can't be used over and over (see my hellbat suggestion below, which goes some way towards compensating for this loss of defensive staying power). I'm sure there are ways to tweak widow mines further, like decreasing its build time so that they can reinforce more quickly. the point is that widow mines eventually become fodder in the big mid / lategame fights anyway. preserving mines only matters when you're harassing with them in the early game. might as well just embrace it for what it is: a mine. mines explode. that is their identity in warfare and it's always been goofy AF that we have mines with a survival instinct in SC2. I think speed mech would benefit from faster production, and I won't particularly miss early widow mine drops vP. those widow mine drops shouldn't be the crutch that early game TvP revolves around. it's dumb and needs to go. I'd rather have effective and speedy landed vikings instead.

and maybe slightly buff blue flame like Yoshi suggested.

HELLBAT
one last thing, while I was thinking about different siege types and siege modes: hellbats seem like a far better candidate for static mode than the liberator ever did. I think the hellbat should leave its penguin ancestry behind and instead become a gargoyle, with its wings folded, like the ones you see forebodingly guarding the heights of cathedral towers. in hellbat mode, instead of waddling around like a duck and spraying cones of fire, what if the hellbat became THE SHREDDER? completely immovable, but with a circular fiery death-zone like we saw from the shredder in HotS pre-release. obviously you can set aside the dumb mechanic of being inactive when friendly units are in range, and obviously do not include give it burrow / cloak either. swap the hellbat's limited mobility for absolute immobility, reduce its HP (equal to the hellion's squishiness) and make its attack zone a wide circle (but not stupidly strong like the shredder's radiation field). this would harmonize well with siege tanks and become the versatile defensive option for mech whenever terran is hard on the defensive. it's past time we made the most of terran's Transformers gimmick.

also, with this change to the hellbat, the widow mine and the viking, I think it would make a lot of sense to remove the smart salvos upgrade and simply make hellions and vikings transform quickly right from the get-go.

to me, these sorts of ideas would help clearly define the roles of factory / starport and overall refine the synergy of those units. I think it also helps that the assets for seeker missile and the shredder's radiation zone are already in the game, so maybe it's not too farfetched to hope for some design changes so late into SC2's lifespan?

P.S. the most blatant failure of the current balance team is their failure to address the most complained-about annoyance of ghosts and especially the raven taking top priority in the command card, over marines and marauders. it tells me that they either don't care about terran, or that terran doesn't have a voice on the balance council and they simply can't comprehend the most basic elements of gameplay from a terran perspective.
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2022-12-22 18:26:55
December 22 2022 18:22 GMT
#322
On December 22 2022 11:20 Beelzebub1 wrote:
Show nested quote +
On December 22 2022 08:09 Athenau wrote:
In retrospect it's the broodlord change that infuriates me the most. The broodlord is the worst unit in the game, hands down. It removes control from the opposing player by body-blocking their stuff, can't operate on its own, and is more oppressive the more it's massed, which is a recipe for cancerous deathballs.

Yet somehow the luminaries behind this patch thought this horrible dumpster fire of a unit deserved to see more play, while not fixing any of its underlying problems. Meanwhile the carrier (which, to be fair, suffers from some of the same problems, but to a lesser degree) just takes an unconditional nerf, without any compensation elsewhere.


Also not a fan of this change, I've never looked at Brood Lords and said, "This unit needs to be buffed clearly, it's so under utilized and weak" because it's neither of those things.

Not only is it neither of those things, but I'd go as far to say as the Capital ships in SC2 have been nothing but balance head aches from the get go. Brood lord deathballs, Carrier deathballs, early harass BC, I've never felt like any of the Capital ships in this game contributed to the meta in a positive way.


I think it s hard to compare broodlords to carriers or BC because of his specificity of T3 unit which only attack ground units

For example, why not If carriers would have to create units while they aren t flying, using their energy for build interceptors, i would say ok... It could add some gameplay

For BC, i enjoy the spell which is unique in SC2 but as you said you can break the game with a critical mass (again most of the players)
tigera6
Profile Joined March 2021
3343 Posts
December 24 2022 10:27 GMT
#323
Btw, ESL is testing the new balance patch in the coming Open Cup. I hope this is just to play test and they will have another look at it later.
Alex carey
Profile Joined December 2022
1 Post
December 24 2022 11:24 GMT
#324
--- Nuked ---
InfCereal
Profile Joined December 2011
Canada1759 Posts
December 24 2022 11:37 GMT
#325
Phantom, is that you?
Cereal
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
Last Edited: 2022-12-24 12:53:28
December 24 2022 11:47 GMT
#326
Issue / bug:

Not sure if this has been mentioned here before, but apparently with the tweaks to random delays, lurkers burrow and unburrow faster.
The time shaved off the random delay should be added onto the animations themselves so as not to stealth buff.



As an aside, I wouldn't mind seeing an actual burrow time nerf / slight redesign to make the lurker more of an actual siege unit (rather than a ranged AoE brawler). If we're making many large and ambitious changes, this seems like the place for it.

EDIT:
A bunch of these changes / bugs are documented here:
OTHER CHANGES IN PTR.
Athenau
Profile Joined March 2015
569 Posts
December 27 2022 03:00 GMT
#327
Cure vs Dark live now in ESL NA. As expected, the creep nerf is a complete joke--Cure kills 21 tumors in the early game and a minute later it's like it never happened.
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2022-12-27 10:01:55
December 27 2022 09:40 GMT
#328
Last tumors must be visible, then when killed the last previous become visible. Only the last tumor get an armor bonus.

It s idiot to protect the invisibility system for tumors into a game where invisibility is not so used (at least on the first stage/step of the game)
jonbrook
Profile Joined December 2022
1 Post
December 27 2022 10:33 GMT
#329
--- Nuked ---
Beelzebub1
Profile Joined May 2015
1004 Posts
December 27 2022 12:05 GMT
#330
On December 27 2022 18:40 Vision_ wrote:
Last tumors must be visible, then when killed the last previous become visible. Only the last tumor get an armor bonus.

It s idiot to protect the invisibility system for tumors into a game where invisibility is not so used (at least on the first stage/step of the game)


Yea this is a better idea, this creep "nerf" is pretty predictably useless.
freelifeffs
Profile Joined April 2018
97 Posts
December 27 2022 12:22 GMT
#331
when will the patch go live?
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2022-12-27 13:32:47
December 27 2022 13:04 GMT
#332
On December 27 2022 21:05 Beelzebub1 wrote:
Show nested quote +
On December 27 2022 18:40 Vision_ wrote:
Last tumors must be visible, then when killed the last previous become visible. Only the last tumor get an armor bonus.

It s idiot to protect the invisibility system for tumors into a game where invisibility is not so used (at least on the first stage/step of the game)


Yea this is a better idea, this creep "nerf" is pretty predictably useless.


List from more exhaustive:

1) Tumors wire is considered as an unit, then the wire can spam tumors even if ennemy cut the last tumor. Tumor are created from drone and their lifetime would be increased with a buff. Solve problem Probability : Unknown (..SC3..who knows)

2) Last tumors must be visible, then when killed the last previous become visible. Only the last tumor get an armor bonus. Solve problem Probability : Unknown (seems risky but interesting)

3) Enhance units to detect invisibility (Sentry, Raven like in this patch). Solve problem Probability : Average

4) Queen is a defending unit & spellcaster. mana max = 100, inject spell cost = 25 (no change) tumor mana spell = 35. Solve problem Probability : Average

5) Gas Fix : 125 / 25 (Zerg Player starts with 50 gas). Solve problem Probability : Low

6) Reduce creep speed overall (like in the past). Solve problem Probability : Unknown


I think 2), 3) and 4) as good ideas

On December 27 2022 21:22 freelifeffs wrote:
when will the patch go live?


Yes when ?
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
December 27 2022 17:11 GMT
#333
Tumours should not be visible, that'd make creep impossible to maintain even for just base defense.

Sentry having detection I'm not totally against, but I doubt it'd even be considered.

Making the first tumors later / more expensive (same thing) is a terrible terrible change that affects early game defense.

-----------------

They should just make the timing nerf a fair bit bigger, or reduce radius. (I like the idea of making the full radius tied to hatchery proximity like fast warpins are for nexi, but that's just a minor refinement of the general `smaller radius idea').

Vision_
Profile Joined September 2018
861 Posts
December 27 2022 18:32 GMT
#334
On December 28 2022 02:11 Ciaus_Dronu wrote:
Tumours should not be visible, that'd make creep impossible to maintain even for just base defense.

Sentry having detection I'm not totally against, but I doubt it'd even be considered.

Making the first tumors later / more expensive (same thing) is a terrible terrible change that affects early game defense.

-----------------

They should just make the timing nerf a fair bit bigger, or reduce radius. (I like the idea of making the full radius tied to hatchery proximity like fast warpins are for nexi, but that's just a minor refinement of the general `smaller radius idea').



I didn t play since a long time so i even not remembered that warp in speed can change from distance. It seems fair enought also. With your solution, i would decrease the overall creep speed to have bigger radius at start, then keep the actual radius for the mid game, finally have a smaller radius at the end.
Vision_
Profile Joined September 2018
861 Posts
December 28 2022 10:56 GMT
#335
Patch Live on ESL #155
Athenau
Profile Joined March 2015
569 Posts
December 28 2022 18:42 GMT
#336
Byun vs Soo live now, playing lategame. Ghosts look like hot garbage now, though Byun still wins because Soo, in typical Soo fashion, refuses to stop headbutting.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 28 2022 21:09 GMT
#337
The problem with creep isn't how fast it spreads or any of the stats itself (though it is arguable that creep should never have been this integral to zerg gameplay in the first place, but that's another topic).
The imo real aspect to focus on is the energy drain on the queen. The queen was supposed to be a unit where energy usage is a decision, you either spread creep, or you inject, or you use it for healing (the last was always just a gimmick though). That idea works well in a state of the game where you only build a few queens, but as we've seen the ideal way to play it is quite different. If there is a design change regarding creep, it has to target the queen and its energy usage, to make it so there is more decision making going on for the zerg side regarding it. There are many ways to do that, personally i think it could be interesting to remove the autoattack of the queen altogether and make it akin to the oracle where energy is used and you have to activate it. That puts strain on its energy use, gives the other races more opportunity to inflict damage through harass in an indirect manner if they are active and requires more thought from the zerg side regarding the queen.
Where the balance lies regarding that new energy drain i don't know, but i think it's an interesting idea regardless.

Zerg illuminati making all the decisions now, think about!
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
ejozl
Profile Joined October 2010
Denmark3360 Posts
Last Edited: 2022-12-28 22:32:36
December 28 2022 22:30 GMT
#338
On December 29 2022 06:09 The_Red_Viper wrote:
The problem with creep isn't how fast it spreads or any of the stats itself (though it is arguable that creep should never have been this integral to zerg gameplay in the first place, but that's another topic).
The imo real aspect to focus on is the energy drain on the queen. The queen was supposed to be a unit where energy usage is a decision, you either spread creep, or you inject, or you use it for healing (the last was always just a gimmick though). That idea works well in a state of the game where you only build a few queens, but as we've seen the ideal way to play it is quite different. If there is a design change regarding creep, it has to target the queen and its energy usage, to make it so there is more decision making going on for the zerg side regarding it. There are many ways to do that, personally i think it could be interesting to remove the autoattack of the queen altogether and make it akin to the oracle where energy is used and you have to activate it. That puts strain on its energy use, gives the other races more opportunity to inflict damage through harass in an indirect manner if they are active and requires more thought from the zerg side regarding the queen.
Where the balance lies regarding that new energy drain i don't know, but i think it's an interesting idea regardless.

Zerg illuminati making all the decisions now, think about!

The change I did was:
Queen starts with 50 energy.
Creep Tumour from 25 -> 50.
Then you can give it a few buffs, for instance I would let it Transfuse full value instantly and off Creep.
Doing this makes them very capable fighting units, but every Tumour apart from the first one, is simply nerfed, making the mass Queen strat way more costly.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Kyadytim
Profile Joined March 2009
United States886 Posts
Last Edited: 2022-12-29 00:21:54
December 29 2022 00:21 GMT
#339
Shield Battery

Battery Overcharge recharge rate reduced from 200% to 150%.

Here's to more than ten years of tweaking ugly bandaids papering over problems instead of actually fixing problems with Protoss.


Anyway, given that Blizzard clearly has no philosophical problems with kludgy solutions that belong in a game like Warcraft 3 instead of a game like Starcraft, they really should try just allowing each hatchery to build exactly one queen, and then not being able to build another until its specific queen has died.

EDIT: formatting
Turbovolver
Profile Blog Joined January 2009
Australia2393 Posts
December 29 2022 05:21 GMT
#340
That doesn't feel too kludgy a solution to me. Holding up Warcraft 3 as a game constructed of bandaids upon bandaids is funny to me, have you looked at something like League of Legends balance?
The original Bogus fan.
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