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Balance Patch 5.0.11 PTR Patch Notes - Page 21

Forum Index > SC2 General
594 CommentsPost a Reply
Prev 1 19 20 21 22 23 30 Next All
tigera6
Profile Joined March 2021
3433 Posts
Last Edited: 2023-01-03 01:18:55
January 03 2023 01:18 GMT
#401
On January 03 2023 07:29 JJH777 wrote:
Show nested quote +
On January 03 2023 07:07 Beelzebub1 wrote:
On January 03 2023 05:42 Charoisaur wrote:
Eeh I think the Liberator change will mainly have an impact on TvP where Protoss will probably be struggling already with the Disruptor and shield battery nerf.
Better than the other suggested change though and apparently they made Auto-Turrets 50 energy again but weaker, which I like.

Somehow there's still no change that seriously helps the other races against Zerg and I don't think that's a coincidence.


Do either of the races need "serious" help against Zerg?

2022 Premier Tournament Results - 4P 4Z 2T

Aligulac Dec 2022
TvZ = 50.82
PvZ = 51.06

Do you have anything to back up this notion or is this just your opinion? I'm open to numbers that support your argument.


What tournaments are you using? Just going off liquipedia premiers for 2022 I see 7Z, 4T, 3P for each race wins. In addition to having the most championships Zerg also has the most 2nd places. I would also argue that tournaments like KoB and Afreeca Championship Cup deserve premier status more than WCS EU and were both won by Zerg. That brings it up to 9Z, 4T, 3P.

I would also note that T/P will perform much worse with nerfed ghosts and Carriers/disruptors so from the perspective of the patch they definitely need some serious help unless those nerfs are reverted.


I mean, if you look at the 2nd place, the split is 6Z-6T-2P so you could say its fairly "balanced". But then if you look a the actual face, you will see that Protoss has herO and might be Astrea (but he hasnt done well outside of HSC), Terran has Maru and Clem (who never won anything outside of DH EU) with Bunny and Cure/Byun as a distant 2nd group, and Zerg got 4 top dog (3 after Rogue went to military) and other Zerg like Solar and Ragnarok can bring a good run or two.
So basically its herO or bust for Protoss at this point (assuming MaxPax is not coming to IEM), and Maru or bust for Terran. Remove either one and you will see the race perform considerably worse at the tournament. Meanwhile Zerg can lose Serral (DH Valencia) and still win title with Dark, the only Global tournament (non-regional/GSL) that other race has managed to win is DH Atlanta when both Dark and Reynor didnt play and Serral couldnt carry the race like he used to do.
So coming to IEM, unless the bracket does some thing unsual, Maru and herO would have to go through a gauntlet of Zerg to make the Final, hell they might play each other before the Final given how the seeding usually work out that way.

youaremysin
Profile Joined August 2015
119 Posts
January 03 2023 08:34 GMT
#402
Since TY's win in 2017 zerg won every world championship (Blizzcon and IEM). That's why people are scared of this patch just before IEM. There's a fatigue going on knowing that on the biggest stage there's no hope for non zergs.
The past 8 finals were 5 ZvP, 3 ZVZ. In these finals alone Zergs won more than 1.7M - Protosses around 342K, Terrans 0.

[image loading][image loading][image loading]
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8 might not be a huge sample in the grand scheme of things, but with the prestige and price distribution it definitely have strong effect on the viewer perspective.
ZeroByte13
Profile Joined March 2022
775 Posts
Last Edited: 2023-01-03 09:53:30
January 03 2023 09:52 GMT
#403
There was 12 global (i.e. non regon-locked) major/premier tournaments this year, with more or less almost every best players in the world.
You can find them on Liquipedia main page, 2022 Global and 2022 Korea.
8 are won by Zerg
3 are won by Protoss
1 is won by Terran.
Charoisaur
Profile Joined August 2014
Germany16006 Posts
January 03 2023 10:06 GMT
#404
On January 03 2023 09:57 tigera6 wrote:
They actually completely removed the Corvid Reactor upgrade and effect without increasing the initial energy, making its less useful for early harassments role when coupled with the nerf on Auto Turret. But the Interference Matrix got unchanged is correct, because they was increased from 8sec to 11sec with 50 to 75EN cast.

Also noted is that Obs model size increase got rolled back into 10% only, and Sentry also has a slight increase in speed.

Ah I didn't notice this, then this feels like an overall nerf again. Just leave the Raven as it is, there's not really a reason to do those weird changes
Many of the coolest moments in sc2 happen due to worker harassment
Elentos
Profile Blog Joined February 2015
55555 Posts
Last Edited: 2023-01-03 10:43:36
January 03 2023 10:43 GMT
#405
On January 03 2023 19:06 Charoisaur wrote:
Show nested quote +
On January 03 2023 09:57 tigera6 wrote:
They actually completely removed the Corvid Reactor upgrade and effect without increasing the initial energy, making its less useful for early harassments role when coupled with the nerf on Auto Turret. But the Interference Matrix got unchanged is correct, because they was increased from 8sec to 11sec with 50 to 75EN cast.

Also noted is that Obs model size increase got rolled back into 10% only, and Sentry also has a slight increase in speed.

Ah I didn't notice this, then this feels like an overall nerf again. Just leave the Raven as it is, there's not really a reason to do those weird changes

I figure the Raven changes stem from a desire to change its power level so it doesn't dominate TvT so heavily. Unfortunately I don't get the feeling that there's a real vision beyond that yet. None of the proposed changes so far really made me wanna build Ravens outside of TvT, and the lower gas cost even helps it in TvT. The first draft of the patch certainly didn't deserve the word "rework" anywhere near the raven.
Every 60 seconds in Africa, a minute passes.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
Last Edited: 2023-01-03 21:26:51
January 03 2023 20:17 GMT
#406
On January 03 2023 09:57 tigera6 wrote:
They actually completely removed the Corvid Reactor upgrade and effect without increasing the initial energy, making its less useful for early harassments role when coupled with the nerf on Auto Turret. But the Interference Matrix got unchanged is correct, because they was increased from 8sec to 11sec with 50 to 75EN cast.

Also noted is that Obs model size increase got rolled back into 10% only, and Sentry also has a slight increase in speed.


I think 10% obs model size increase is fine, 17.5% seemed a bit unnecessary.

Sentry change is pretty good. I don't like how everything keeps getting buffed to move faster, but Sentries are already used in the context of much faster Gateway units. This should help them catch up to Zealots charging ahead better and let guardian shield cover them for an extra 1-2 seconds or so. It does also mean though that gateway armies are better at attacking, thus decreasing defender's advantage. But overall, I'm happy with this since it helps gateway armies just a little bit. Still think they could just buff the Sentry damage from 6 to 10 or at least 8, but it's OK. (10 damage would also make them sliightly less shitty when caught off guard by Mutalisks, so why not).

Oof about the Corvid Reactor upgrade... so no energy upgrade, and Ravens just start with 50 energy only?? This just confuses me even more. What's wrong with allowing an energy upgrade? The changes just seem to keep going in the wrong direction more and more. If you're worried about the energy upgrade's impact on early or mid game, then just keep it expensive like 200/200, why remove it completely. Raven is a T3 spellcaster, stop pushing it into this early game role. It's higher tech than Ghosts.

It's very interesting that Interference Matrix is kept at 11sec with 75 energy. So basically we can get Ravens out a little earlier, and effectively they have about 10 more energy (since they build ~13 secs faster).
So this is telling me, that the Raven rework was not about weakening Matrix for TvP or TvT, but mainly to get Terran an earlier faster detector to help control creep? That's what it seems like to me, and the changes on the spells were just to keep things proportional. (Other than AA Missile, I like the nerf from 3 to 2 damage, and will help compensate for Shield Overcharge nerf, and also make Gateway stronger).
Since Ravens are cheaper and build faster, Matrix will effectively be slightly buffed. Not much, since no one builds Ravens just to suicide them / spam Matrix, other than Mech players hehe. It might make Matrix even more strong in TvT, which isn't a good result though... I guess having an earlier cheaper Raven also means you could Matrix 2 queens during a push, or use 1 AA missile and 1 Matrix. But with the new turret you'd probably want to drop 2 turrets instead since they still have the same 18 damage.

Reducing Auto Turret duration won't make the earlier Raven any weaker at harassing worker lines. You always pull workers away anyway, so all it'll do is make it so you can return your workers 2 seconds earlier to mine. I don't think making Auto Turrets last shorter and have less durability and making Raven's lategame power even weaker, or Raven/Hellion weaker, or Mech weaker, is worth that. A Raven coming to your mineral line 12 seconds earlier isn't a big deal I don't think, all you still need to do is just pull your workers away for 10 sec.

I'm just going to try not to think about things too much, and wait for more changes, and hope that the Raven ends up in a good spot for both Mech players and Terran players who just want an earlier Raven for detection.

Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Beelzebub1
Profile Joined May 2015
1004 Posts
January 03 2023 20:41 GMT
#407
On January 03 2023 07:28 Athenau wrote:
Show nested quote +
On January 03 2023 07:07 Beelzebub1 wrote:
On January 03 2023 05:42 Charoisaur wrote:
Eeh I think the Liberator change will mainly have an impact on TvP where Protoss will probably be struggling already with the Disruptor and shield battery nerf.
Better than the other suggested change though and apparently they made Auto-Turrets 50 energy again but weaker, which I like.

Somehow there's still no change that seriously helps the other races against Zerg and I don't think that's a coincidence.


Do either of the races need "serious" help against Zerg?

2022 Premier Tournament Results - 4P 4Z 2T

Aligulac Dec 2022
TvZ = 50.82
PvZ = 51.06

Do you have anything to back up this notion or is this just your opinion? I'm open to numbers that support your argument.

Where are you getting those Premier tournament results? Zergs have won 7/14 Premiers this year:
(Wiki)Premier Tournaments


Tbh this is what I looked at (Wiki)Recent Tournament Results lol why is it different if you click on the p remier tab vs. the premier section on recent?

I stand corrected though, no shock though between Serral and Reynor thats alot of Zerg wins.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
Last Edited: 2023-01-03 21:33:11
January 03 2023 21:10 GMT
#408
So I thought about it more, and even though it's highly unlikely anyone will see this (or if people on TL will even agree lol), I thought I'd throw out my Raven rework suggestion. This should accomplish what it seems they're trying (earlier detection, more creep control, less strong for TvP Bio Tank pushes vs Colossus, less strong in TvT vs Tanks), but also do other things (buffs Mech in every MU, makes adding Marauders to your Marine Tank in TvT more of an option, keep lategame potential for Raven without making it too strong early game, maintain same strength of Raven/Hellion)


Raven reduced from 100/200 to 75/150
-Keep it gas heavy, Terran needs a gas sink
-Helps Terran get earlier detection and control creep
-Also helps keep early Hellion/Raven comps from getting too weak (it's already weak/rare in current patch)

Corvid Reactor upgrade cost increased from 150/150 to 200/200
-Raven is power gated so you can't spam Matrix/Turret too early, but still allows for some lategame potential

Build time reduced from 42.9 to 30 seconds
-Helps Terran get earlier detection and control creep

Anti-Armor Missile reworked to be a +15% damage boost (or kept at -3 armor)
-This means it's less strong for Bio, and helps Mech in all MUs, especially Hellbats/Tanks/Thors
-It also would help make TvT not just pure Marine Tank, and make adding in Muaraders more of an option.
-It would also nerf Bio and buff Mech in TvT, allowing more diversity in TvT
-It would also buff defender's advantage a little in TvT, since it buffs Tanks, and helps offset the strength of Matrix taking out sieged positions too easily. (We want to nerf Matrix in TvT, and make Tanks less weak vs Ravens).
-Another option is make them take +2 damage from Biological units, and +4 damage from Mechanical units.

Anti-Armor Missile radius reduced from 2.88 to 2
-This decreases the AOE by HALF (~26 units squared, to ~13 units squared)
-This means 1 AA missile won't effect the whole enemy's army, and there is more potential for splitting
-This gives an option to build a few Ravens instead of just 1, and helps keep Terran lategame strong (since Ghost got nerfed), and helps Mech (since Mech is more likely to be building Ravens). It keeps some lategame strength for Ravens.

AA Missile duration reduced from 21 seconds to 15 seconds
-21 seconds always seemed like an awfully long time to me, 15 seconds is long enough to use it for positional play
-Shortening the duration will help compensate for making sure Tank or Liberator pushes aren't too strong, if we're reworking AA Missile to give +15% damage boost instead of -3 armor.

Auto Turret HP reduced from 150 to 125 (if you MUST nerf something about Auto Turret, but I wouldn't nerf anything)
-They will have less HP to help compensate for being able to make more Ravens for cheaper, without making them too weak if you mass them lategame. Early game, HP is more important, lategame in mass it's more about DPS.
-Less HP will make it more of an option to kill a Turret harassing your workers instead of waiting 10 sec
(Honestly though I would keeping Auto Turret exactly the same as currently would be fine. You rarely want to use Auto Turret over AA Missile or Matrix anyway. Auto Turret pushes aren't strong or anything, so Raven being slightly cheaper won't make Auto Turret mess anything up, as it's the Raven's weakest ability. If you're using Raven/Hellion comp, AA missile already got nerfed which significantly impacts Hellion damage, so it's OK if Auto Turrets are slightly easier to get. If we rework AA Missile to be +15% damage, it still will only give Hellions +1.25 damage vs Stalkers, +2.1 vs Marines, so keeping Auto Turrets as is would help compensate for the reworked AA Missile and keep Raven/Hellion about the same strength early game.)

Interference Matrix reduced from 11 sec to 8 sec
-It just makes sense if the Raven is cheaper and builds faster
-This would further help weaken Ravens vs Tanks in TvT, and further weaken Bio Tank pushes vs Colossus in early-mid TvP
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
tigera6
Profile Joined March 2021
3433 Posts
Last Edited: 2023-01-04 07:13:03
January 04 2023 04:00 GMT
#409
On January 04 2023 05:41 Beelzebub1 wrote:
Show nested quote +
On January 03 2023 07:28 Athenau wrote:
On January 03 2023 07:07 Beelzebub1 wrote:
On January 03 2023 05:42 Charoisaur wrote:
Eeh I think the Liberator change will mainly have an impact on TvP where Protoss will probably be struggling already with the Disruptor and shield battery nerf.
Better than the other suggested change though and apparently they made Auto-Turrets 50 energy again but weaker, which I like.

Somehow there's still no change that seriously helps the other races against Zerg and I don't think that's a coincidence.


Do either of the races need "serious" help against Zerg?

2022 Premier Tournament Results - 4P 4Z 2T

Aligulac Dec 2022
TvZ = 50.82
PvZ = 51.06

Do you have anything to back up this notion or is this just your opinion? I'm open to numbers that support your argument.

Where are you getting those Premier tournament results? Zergs have won 7/14 Premiers this year:
(Wiki)Premier Tournaments


Tbh this is what I looked at (Wiki)Recent Tournament Results lol why is it different if you click on the p remier tab vs. the premier section on recent?

I stand corrected though, no shock though between Serral and Reynor thats alot of Zerg wins.

Serral and Reynor won most of Zerg title this year partly because Rogue went to military early, and Dark actually skipped several tournaments. Last year Rogue + Dark actually won more tournament than Serral + Reynor.
Vision_
Profile Joined September 2018
870 Posts
January 04 2023 14:47 GMT
#410
If someone is interested by creating a mode without vision for tumors, all he have to do is to tweak the spell. The new spell have to create an unit in the fog of war (it must work because reaper unit for example doesn t need vision to jump on a cliff) with 1 point in radius then it instantly becomes a structure if there s no structure yet.
ejozl
Profile Joined October 2010
Denmark3447 Posts
Last Edited: 2023-01-04 16:01:52
January 04 2023 15:49 GMT
#411
On January 04 2023 06:10 Yoshi Kirishima wrote:
So I thought about it more, and even though it's highly unlikely anyone will see this (or if people on TL will even agree lol), I thought I'd throw out my Raven rework suggestion. This should accomplish what it seems they're trying (earlier detection, more creep control, less strong for TvP Bio Tank pushes vs Colossus, less strong in TvT vs Tanks), but also do other things (buffs Mech in every MU, makes adding Marauders to your Marine Tank in TvT more of an option, keep lategame potential for Raven without making it too strong early game, maintain same strength of Raven/Hellion)


Raven reduced from 100/200 to 75/150
-Keep it gas heavy, Terran needs a gas sink
-Helps Terran get earlier detection and control creep
-Also helps keep early Hellion/Raven comps from getting too weak (it's already weak/rare in current patch)

Corvid Reactor upgrade cost increased from 150/150 to 200/200
-Raven is power gated so you can't spam Matrix/Turret too early, but still allows for some lategame potential

Build time reduced from 42.9 to 30 seconds
-Helps Terran get earlier detection and control creep

Anti-Armor Missile reworked to be a +15% damage boost (or kept at -3 armor)
-This means it's less strong for Bio, and helps Mech in all MUs, especially Hellbats/Tanks/Thors
-It also would help make TvT not just pure Marine Tank, and make adding in Muaraders more of an option.
-It would also nerf Bio and buff Mech in TvT, allowing more diversity in TvT
-It would also buff defender's advantage a little in TvT, since it buffs Tanks, and helps offset the strength of Matrix taking out sieged positions too easily. (We want to nerf Matrix in TvT, and make Tanks less weak vs Ravens).
-Another option is make them take +2 damage from Biological units, and +4 damage from Mechanical units.

Anti-Armor Missile radius reduced from 2.88 to 2
-This decreases the AOE by HALF (~26 units squared, to ~13 units squared)
-This means 1 AA missile won't effect the whole enemy's army, and there is more potential for splitting
-This gives an option to build a few Ravens instead of just 1, and helps keep Terran lategame strong (since Ghost got nerfed), and helps Mech (since Mech is more likely to be building Ravens). It keeps some lategame strength for Ravens.

AA Missile duration reduced from 21 seconds to 15 seconds
-21 seconds always seemed like an awfully long time to me, 15 seconds is long enough to use it for positional play
-Shortening the duration will help compensate for making sure Tank or Liberator pushes aren't too strong, if we're reworking AA Missile to give +15% damage boost instead of -3 armor.

Auto Turret HP reduced from 150 to 125 (if you MUST nerf something about Auto Turret, but I wouldn't nerf anything)
-They will have less HP to help compensate for being able to make more Ravens for cheaper, without making them too weak if you mass them lategame. Early game, HP is more important, lategame in mass it's more about DPS.
-Less HP will make it more of an option to kill a Turret harassing your workers instead of waiting 10 sec
(Honestly though I would keeping Auto Turret exactly the same as currently would be fine. You rarely want to use Auto Turret over AA Missile or Matrix anyway. Auto Turret pushes aren't strong or anything, so Raven being slightly cheaper won't make Auto Turret mess anything up, as it's the Raven's weakest ability. If you're using Raven/Hellion comp, AA missile already got nerfed which significantly impacts Hellion damage, so it's OK if Auto Turrets are slightly easier to get. If we rework AA Missile to be +15% damage, it still will only give Hellions +1.25 damage vs Stalkers, +2.1 vs Marines, so keeping Auto Turrets as is would help compensate for the reworked AA Missile and keep Raven/Hellion about the same strength early game.)

Interference Matrix reduced from 11 sec to 8 sec
-It just makes sense if the Raven is cheaper and builds faster
-This would further help weaken Ravens vs Tanks in TvT, and further weaken Bio Tank pushes vs Colossus in early-mid TvP

I think the idea is that Turrets are quite strong in TvT. The Raven is just a god unit in TvT, because it buffs the strongest unit Terran have the Marine, by an insane amount. It disables the Tank which is the best counter Terran has to the massed Marine unit. And then it also places Auto Turrets which is a beefier, but worse Marine that provides an insane buffer and makes it hard to engage the Tanks. All the while, benefitting +1 range to your Tanks. The Viking, which is another unit that provides +1 range for your Tanks and can actually combat these Raven, also gets quite the buff from the oily missile and the Raven can disable 2 Vikings and even place an Auto Turret, if it turns into a mostly anti air vs. anti air battle.

I think it's a no brainer to remove the Covid Reactor, because it's an upgrade that gets better the more Ravens you spam and I guess this is what they want to remove.
I actually agree with you that I think the Raven should be a proper late game unit. If I were to remake the Raven, I would nerf its move speed and give it Seeker Missile instead of the oily missile, I would give it a nerfed PDD and keep Auto Turret and Interference Matrix. The Viper already cheats with having 4 abilties, so the Raven can have it as well. This way Terran has proper late game, I would also take a look at the BC (remove the move&shoot, but make its Yamato and Jump stronger again.)
But as far as this new mod version of the Raven goes, I think they did a pretty good job. The Auto Turret is simply a worse straight up unit. They removed the Auto Turret benefitting from Neosteel Armour, so I think it follows that it should also not benefit from the +1 range, this would also quite nerf the murder (cloud of Ravens.) The more turrets you spam, the harder it becomes for them all to shoot at once.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Athenau
Profile Joined March 2015
570 Posts
January 04 2023 19:35 GMT
#412
Just remove auto-turrets and bring back the repair drone. That was a useful ability that made Terran lategame a bit more efficient without being abusive when massed.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
Last Edited: 2023-01-05 02:46:46
January 05 2023 02:42 GMT
#413
On January 05 2023 00:49 ejozl wrote:
Show nested quote +
On January 04 2023 06:10 Yoshi Kirishima wrote:
So I thought about it more, and even though it's highly unlikely anyone will see this (or if people on TL will even agree lol), I thought I'd throw out my Raven rework suggestion. This should accomplish what it seems they're trying (earlier detection, more creep control, less strong for TvP Bio Tank pushes vs Colossus, less strong in TvT vs Tanks), but also do other things (buffs Mech in every MU, makes adding Marauders to your Marine Tank in TvT more of an option, keep lategame potential for Raven without making it too strong early game, maintain same strength of Raven/Hellion)


Raven reduced from 100/200 to 75/150
-Keep it gas heavy, Terran needs a gas sink
-Helps Terran get earlier detection and control creep
-Also helps keep early Hellion/Raven comps from getting too weak (it's already weak/rare in current patch)

Corvid Reactor upgrade cost increased from 150/150 to 200/200
-Raven is power gated so you can't spam Matrix/Turret too early, but still allows for some lategame potential

Build time reduced from 42.9 to 30 seconds
-Helps Terran get earlier detection and control creep

Anti-Armor Missile reworked to be a +15% damage boost (or kept at -3 armor)
-This means it's less strong for Bio, and helps Mech in all MUs, especially Hellbats/Tanks/Thors
-It also would help make TvT not just pure Marine Tank, and make adding in Muaraders more of an option.
-It would also nerf Bio and buff Mech in TvT, allowing more diversity in TvT
-It would also buff defender's advantage a little in TvT, since it buffs Tanks, and helps offset the strength of Matrix taking out sieged positions too easily. (We want to nerf Matrix in TvT, and make Tanks less weak vs Ravens).
-Another option is make them take +2 damage from Biological units, and +4 damage from Mechanical units.

Anti-Armor Missile radius reduced from 2.88 to 2
-This decreases the AOE by HALF (~26 units squared, to ~13 units squared)
-This means 1 AA missile won't effect the whole enemy's army, and there is more potential for splitting
-This gives an option to build a few Ravens instead of just 1, and helps keep Terran lategame strong (since Ghost got nerfed), and helps Mech (since Mech is more likely to be building Ravens). It keeps some lategame strength for Ravens.

AA Missile duration reduced from 21 seconds to 15 seconds
-21 seconds always seemed like an awfully long time to me, 15 seconds is long enough to use it for positional play
-Shortening the duration will help compensate for making sure Tank or Liberator pushes aren't too strong, if we're reworking AA Missile to give +15% damage boost instead of -3 armor.

Auto Turret HP reduced from 150 to 125 (if you MUST nerf something about Auto Turret, but I wouldn't nerf anything)
-They will have less HP to help compensate for being able to make more Ravens for cheaper, without making them too weak if you mass them lategame. Early game, HP is more important, lategame in mass it's more about DPS.
-Less HP will make it more of an option to kill a Turret harassing your workers instead of waiting 10 sec
(Honestly though I would keeping Auto Turret exactly the same as currently would be fine. You rarely want to use Auto Turret over AA Missile or Matrix anyway. Auto Turret pushes aren't strong or anything, so Raven being slightly cheaper won't make Auto Turret mess anything up, as it's the Raven's weakest ability. If you're using Raven/Hellion comp, AA missile already got nerfed which significantly impacts Hellion damage, so it's OK if Auto Turrets are slightly easier to get. If we rework AA Missile to be +15% damage, it still will only give Hellions +1.25 damage vs Stalkers, +2.1 vs Marines, so keeping Auto Turrets as is would help compensate for the reworked AA Missile and keep Raven/Hellion about the same strength early game.)

Interference Matrix reduced from 11 sec to 8 sec
-It just makes sense if the Raven is cheaper and builds faster
-This would further help weaken Ravens vs Tanks in TvT, and further weaken Bio Tank pushes vs Colossus in early-mid TvP

I think the idea is that Turrets are quite strong in TvT. The Raven is just a god unit in TvT, because it buffs the strongest unit Terran have the Marine, by an insane amount. It disables the Tank which is the best counter Terran has to the massed Marine unit. And then it also places Auto Turrets which is a beefier, but worse Marine that provides an insane buffer and makes it hard to engage the Tanks. All the while, benefitting +1 range to your Tanks. The Viking, which is another unit that provides +1 range for your Tanks and can actually combat these Raven, also gets quite the buff from the oily missile and the Raven can disable 2 Vikings and even place an Auto Turret, if it turns into a mostly anti air vs. anti air battle.

I think it's a no brainer to remove the Covid Reactor, because it's an upgrade that gets better the more Ravens you spam and I guess this is what they want to remove.
I actually agree with you that I think the Raven should be a proper late game unit. If I were to remake the Raven, I would nerf its move speed and give it Seeker Missile instead of the oily missile, I would give it a nerfed PDD and keep Auto Turret and Interference Matrix. The Viper already cheats with having 4 abilties, so the Raven can have it as well. This way Terran has proper late game, I would also take a look at the BC (remove the move&shoot, but make its Yamato and Jump stronger again.)
But as far as this new mod version of the Raven goes, I think they did a pretty good job. The Auto Turret is simply a worse straight up unit. They removed the Auto Turret benefitting from Neosteel Armour, so I think it follows that it should also not benefit from the +1 range, this would also quite nerf the murder (cloud of Ravens.) The more turrets you spam, the harder it becomes for them all to shoot at once.


I forget that the Viper has 4 spells. I get spectators and players not wanting to have games where making 15-20 Ravens is common, but I think having 5-10 Ravens be common is totally fine, with situational games or weird players making 10-20 sometimes, considering Zerg can get 15 Infestors + 10 Queens, or Protoss can get 10 HTs, etc.
I do agree though that the Raven should not be able to spam Auto Turrets and just murder armies on their own.
Similar to what you said, I think the post-David Kim Raven is not well thought out. It was better in a few ways, but it just created even more problems.

Ravens don't need to be fast (why is everything faster faster faster?), and it doesn't need to be an early game harass unit. It should be a slow, positional, expensive but powerful lategame spellcaster, that you can get early game if you want sometimes. And if a player succeeded in being very greedy or getting tons of bases, they have the option to invest their high gas into a higher number of Ravens. (Just like Zerg/Protoss do with their powerful gas units if they get many bases).

Turrets should not be infested terrans on crack that do 18 damage per hit, and shoot almost twice a second, but only last 10 seconds.
Interference Matrix should not be a spell that just completely shuts down a unit once it is cast, and there is no counterplay. I thought we learned to move away from things that limit interactions? Cough just like the reason why we removed PDD and reworked the Raven in the first place?

I would love if the Raven went back to its former self though, or at least give it PDD back, but a nerfed version. I've said it a million times but I think they simply couldn't figure out a way to nerf it, and thought it had to be scrapped, or replaced with something similar like a Repair Drone. All you need to do to make PDD not broken en masse, is limit the amount of shots 1 PDD can block per second (make it 2-3 shots or something), and rescale the energy/regen on the PDD, so that it's still useful to use 1-2 PDD in early game fights, but also you cannot chase down 40 Corruptors with your Vikings, and corner them while dropping PDDs across the map, while taking 0 damage. If 1 PDD can only block 2-3 hits a second each, you would need to drop 15 PDDs all at once in one place to take 0 damage, and all the Zerg would need to do then is re-engage elsewhere. Suddenly, your 20 Raven flock has already used half of all its energy. (Also, Viper has Abduct and Parabomb vs Ravens now... it is not the HotS days anymore... I think a nerfed PDD is totally fine).

And then make the Auto Turret more of a durability/positional turret that has low DPS, but lasts longer than an infested terran. At the minimum, tone the Auto Turret DPS down to 15, that way it still 3 shots workers if you really want it to keep that role of early-harass, but is a little weaker in fights. They definitely should give up on the vision of "oh we want Raven to give Terran yet another way to kill 5 workers if you don't look for 2 seconds early game". If they do, then they can bring the DPS down and increase the duration, revert the Raven movespeed to be slower again, and then we stop having Ravens be able to kill armies by themselves with mass Turret.

I really dislike how strong Raven became in TvT... TvT was a good MU because there's actually a significant defender's advantage, and allows for more positional play in SC2. Being able to fly in and disable a small outpost of 5 Tanks with Ravens isn't really fun, and discourages players to spread out small groups of units to hold certain areas.

I feel like removing Corvid Reactor and nerfing Turret durability/duration but keeping its high DPS, are all weird changes that dance around the actual issue of a high DPS Turret just not even being a necessary thing? High dps turret does not fill any needed role or hole in the gameplay or balance anywhere.
High dps turret was only a thing cus they wanted to give more incentive for players to build a Raven early on, and thought to allow Turret to kill workers better. If we're making the Raven cheaper and quicker to build, we no longer need the high dps turret.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2023-01-05 03:51:02
January 05 2023 03:44 GMT
#414
I have an honest to God plea for the balance council.

Don't ruin the relatively ok balance that we have in the search for something that "would be cool to have". The game balance is in a relatively good state. There are a few problematic units and strategies, focus on fixing those issues, and not in changes that would be cool to have but don't serve balance.


What I mean:

It would be cool to see more micreable hydras, but that buff in what is basically a core unit could have a lot of consequences specially since the Hydra is already used effectively. It's not necessary at all for the balance of the game at the moment.

Same with the ultras. Yes, it would be amazing if they were more agile. Why do you think in 13 years of SC2 they never changed the size? Because the size is part of the balance of the unit, so you don't mass them and to control their DPS. Even if 1 ultra doesn't it is still tanking a lot of damage. If they are smaller, you are increasing the damage of ultra comps while maintaining the tankyness. How are you compensating? You aren't. You would need to rebalance the whole unit (change supply/cost/buildtime etc).



Sure it would be cool if the ultra would have been smaller. But it isn't. Zerg doesn't need the buff, this change doesn't serve balance. It's something that would be "cool" but there is no telling the effect it will have, considering how Zerg can insta remax-insta tech switch to them.


So please. Please. Don't screw the balance we have now. Much less with so many Zerg buffs in what is already considered by most to be a decent balance state with a slight advantage to Zerg.

Focus on fixing the small issues.


I know you mean well, I know you are exited to be able to make the big changes you think some units need. But you don't know the full impact those big changes will have, we don't know the full extent either. What we do know is this could be the last SC2 patch in a year, if not ever.


The carrier is problematic? Nerf it.
The Lurker is too strong vs Protoss, nerf it (which you haven't even proposed which is baffling).
The archon doesn't pass through a single square, fix it.
The ghost is too strong? Nerf it.
The shield battery is unfair? Nerf it

But stop playing around with raven reworks that who knows how they'll work. Stop playing around with liberator changes and then reverting them that just make it seem you have no idea what to do.

We all would love if the disruptor wasn't as binary, but that's how legacy of the void was balanced, you cannot nerf it without giving back something big, which you aren't doing. And if you did that big thing it would break other things. Just leave the thing alone. They'll change it in sc3.

Leave the BL alone, it doesn't need changes, nor the ultra, nor the Liberator, not the hydras. You aren't working in sc3. Fix the actual issues the current balance has and don't push changes just because they would be "nice" and "cool" because that's the only reason I can think of why you'd want to change hydras and Ultras and BL and Ravens. Not balance.


Focus on the balance issues. Forget about something that would be cool. Help blizzard and frost gigant in their future games if you want to do that.

I know you mean well. But it's just not the time anymore to be doing these things.



WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
MJG
Profile Joined May 2018
United Kingdom1322 Posts
January 05 2023 10:20 GMT
#415
On January 05 2023 12:44 [Phantom] wrote:
I have an honest to God plea for the balance council.

Don't ruin the relatively ok balance that we have in the search for something that "would be cool to have". The game balance is in a relatively good state. There are a few problematic units and strategies, focus on fixing those issues, and not in changes that would be cool to have but don't serve balance.

What I mean:

It would be cool to see more micreable hydras, but that buff in what is basically a core unit could have a lot of consequences specially since the Hydra is already used effectively. It's not necessary at all for the balance of the game at the moment.

Same with the ultras. Yes, it would be amazing if they were more agile. Why do you think in 13 years of SC2 they never changed the size? Because the size is part of the balance of the unit, so you don't mass them and to control their DPS. Even if 1 ultra doesn't it is still tanking a lot of damage. If they are smaller, you are increasing the damage of ultra comps while maintaining the tankyness. How are you compensating? You aren't. You would need to rebalance the whole unit (change supply/cost/buildtime etc).

Sure it would be cool if the ultra would have been smaller. But it isn't. Zerg doesn't need the buff, this change doesn't serve balance. It's something that would be "cool" but there is no telling the effect it will have, considering how Zerg can insta remax-insta tech switch to them.

So please. Please. Don't screw the balance we have now. Much less with so many Zerg buffs in what is already considered by most to be a decent balance state with a slight advantage to Zerg.

Focus on fixing the small issues.

I know you mean well, I know you are exited to be able to make the big changes you think some units need. But you don't know the full impact those big changes will have, we don't know the full extent either. What we do know is this could be the last SC2 patch in a year, if not ever.

The carrier is problematic? Nerf it.
The Lurker is too strong vs Protoss, nerf it (which you haven't even proposed which is baffling).
The archon doesn't pass through a single square, fix it.
The ghost is too strong? Nerf it.
The shield battery is unfair? Nerf it

But stop playing around with raven reworks that who knows how they'll work. Stop playing around with liberator changes and then reverting them that just make it seem you have no idea what to do.

We all would love if the disruptor wasn't as binary, but that's how legacy of the void was balanced, you cannot nerf it without giving back something big, which you aren't doing. And if you did that big thing it would break other things. Just leave the thing alone. They'll change it in sc3.

Leave the BL alone, it doesn't need changes, nor the ultra, nor the Liberator, not the hydras. You aren't working in sc3. Fix the actual issues the current balance has and don't push changes just because they would be "nice" and "cool" because that's the only reason I can think of why you'd want to change hydras and Ultras and BL and Ravens. Not balance.

Focus on the balance issues. Forget about something that would be cool. Help blizzard and frost gigant in their future games if you want to do that.

I know you mean well. But it's just not the time anymore to be doing these things.

I fully agree.

If something becomes oppressively broken or ubiquitous then making changes is fine, but SC2 is an old game and sweeping changes aren't needed.
puking up frothing vitriolic sarcastic spittle
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
January 05 2023 11:29 GMT
#416
Anyone know what the mod with current considered changes is called?
Ahli
Profile Joined May 2012
Germany355 Posts
January 05 2023 12:54 GMT
#417
On January 05 2023 20:29 Ciaus_Dronu wrote:
Anyone know what the mod with current considered changes is called?

5.0.11 BalanceTest, I believe
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
January 05 2023 15:51 GMT
#418
On January 05 2023 21:54 Ahli wrote:
Show nested quote +
On January 05 2023 20:29 Ciaus_Dronu wrote:
Anyone know what the mod with current considered changes is called?

5.0.11 BalanceTest, I believe


Thanks!

Giving cyclone air attack priority, upping creep nerf time, ultralisk slop being a bit smaller and the autoturrets being harass-capable again all seem like pretty good changes. Liberator cost reduction is probably fine too, no thoughts on that yet.
More microable viking is great.

Don't like interceptor nerf revert. It's not a case of `get better. Most players will simply never reach a level where playing against carriers is a vaguely even affair. Would rather see more power moved to protoss ground, and more nerfs as needed to lategame Zerg.
MJG
Profile Joined May 2018
United Kingdom1322 Posts
January 05 2023 16:12 GMT
#419
On January 06 2023 00:51 Ciaus_Dronu wrote:
Show nested quote +
On January 05 2023 21:54 Ahli wrote:
On January 05 2023 20:29 Ciaus_Dronu wrote:
Anyone know what the mod with current considered changes is called?

5.0.11 BalanceTest, I believe

Most players will simply never reach a level where playing against carriers is a vaguely even affair.

Most players will simply never reach a level where playing against any number of units is fair.

Widow Mines are unfair at lower levels, but you can always get better.

Lurkers are unfair at lower levels, but you can always get better.

Etc.
puking up frothing vitriolic sarcastic spittle
JimmyJRaynor
Profile Blog Joined April 2010
Canada16929 Posts
January 05 2023 16:26 GMT
#420
On January 05 2023 12:44 [Phantom] wrote:
I have an honest to God plea for the balance council.

Don't ruin the relatively ok balance that we have in the search for something that "would be cool to have". The game balance is in a relatively good state. There are a few problematic units and strategies, focus on fixing those issues, and not in changes that would be cool to have but don't serve balance.


What I mean:

It would be cool to see more micreable hydras, but that buff in what is basically a core unit could have a lot of consequences specially since the Hydra is already used effectively. It's not necessary at all for the balance of the game at the moment.

i totally, 100%, abso-posi-lutely agree with this perspective.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
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