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Balance Patch 5.0.11 PTR Patch Notes - Page 28

Forum Index > SC2 General
594 CommentsPost a Reply
Prev 1 26 27 28 29 30 Next All
ZeroByte13
Profile Joined March 2022
764 Posts
January 22 2023 19:34 GMT
#541
Aren't Lurkers much better vs clumped light units like marines, comparing to heavy bulky units?
They have a bit more damage vs Armored, yes, but they're much more effective vs Marines than they are vs Immortals.
QOGQOG
Profile Joined July 2019
834 Posts
January 22 2023 22:57 GMT
#542
On January 22 2023 16:46 absinthfee wrote:
Zerg got their core units nerfed

So Lings, Banelings, Queens, Roaches, Hydras, and Ravagers have been nerfed? Wow, I really haven't been keeping up with the patch. Good to know.
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2023-01-23 15:10:12
January 23 2023 02:03 GMT
#543
Hey balance council you know what would be a great change for the game?

[image loading]
[image loading]
Look at this image. An adept blocking the space between two gates in hold position. He should block the zerlings right?


[image loading]
WRONG.


Edit: to be perfectly clear. There is a "bug" where even if you block the space between two buildings with 1 adept in hold position, in some cases lings can still get through. Even pros in the GSL have lost to this. End of edit.
_________
Insta lose when I did my wall correctly without any way for me to possibly know lings for some unexplicably reason will be able to go through.

And then people say that there's no luck involved in this game, and the guy has the arrogance to tell me to get better when I literally did everything right to block the entrance.

So, if you could fix this in this patch, I'd appreciate it.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 23 2023 02:56 GMT
#544
Skill issue
Cereal
SharkStarcraft
Profile Joined April 2011
Austria2224 Posts
January 23 2023 07:35 GMT
#545
Any person with eyes can see that these patches are designed by Zerg players, for Zerg players. Come on. The creep 'nerf' doesn't do anything and the ravager nerf barely changes much either. I guess it slows down All Ins by a tiny margin, fair enough - but why buff the race that's dominating even more? We need to see ACTUAL nerfs to queens and creep, and by nerfing Protoss Air, lurkers get an indirect buff as well cause they just obliterate everything on the ground, anyone arguing differently has never played lategame vs 10+ lurkers, your shit just evaporates.

Every little change to the Zerg race is so carefully thought through and every minor buff is compensated by a tiny nerf but with Protoss it's like hmm yeah let's make the CARRIER worse but the OBSERVER better that sounds great!

I really like the fact that we still get patches for the game I love but any non-Zerg player with a brain in their head should realize that this patch doesn't change enough of the core problems, one of which is that the entire fking map is covered in slimy goo by the 6 minute mark.
Cogito, ergo Toss
bela.mervado
Profile Joined December 2008
Hungary387 Posts
January 23 2023 08:15 GMT
#546
Hey Phantom.

it's almost 3:10, you should be training your third unit from your first gateway.
you should not get away with 1 adept no battery no full wall against 17+ lings.
your probe scout and your first adept (chrono) should notice the lack of drones.
there's a neat trick, you can shade your adept backward to your nat, fully wall with a gate, and save your adept.
a battery or two can be of great help.

you probably should send the replay to Harstem for a more detailed analysis.

--
people don't seem to realise this shadow illuminati secret zerg society totally gutted the brood lord by cutting the broodling lifespan almost in half. not to mention the cooldown on the wanker spell for the flying scorpion. they literally removed late game zerg, Dark would not win that recent ugly game on this patch.
i wish all capital ships would have the same speed as brood lords.
MJG
Profile Joined May 2018
United Kingdom941 Posts
January 23 2023 08:31 GMT
#547
I saw a comment on Reddit today that said this is what happens when people who play with the clan tag "TossOP" get to dictate balance changes. Gave me a chuckle.
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
Charoisaur
Profile Joined August 2014
Germany15920 Posts
January 23 2023 10:31 GMT
#548
On January 23 2023 17:15 bela.mervado wrote:
Hey Phantom.

it's almost 3:10, you should be training your third unit from your first gateway.
you should not get away with 1 adept no battery no full wall against 17+ lings.
your probe scout and your first adept (chrono) should notice the lack of drones.
there's a neat trick, you can shade your adept backward to your nat, fully wall with a gate, and save your adept.
a battery or two can be of great help.

you probably should send the replay to Harstem for a more detailed analysis.

--
people don't seem to realise this shadow illuminati secret zerg society totally gutted the brood lord by cutting the broodling lifespan almost in half. not to mention the cooldown on the wanker spell for the flying scorpion. they literally removed late game zerg, Dark would not win that recent ugly game on this patch.
i wish all capital ships would have the same speed as brood lords.

That Broodling change barely makes any difference, they usually get killed way before the duration ends anyway. The speed buff on the other hand is massive
Many of the coolest moments in sc2 happen due to worker harassment
TheCheapSkate
Profile Joined August 2011
Slovenia316 Posts
January 23 2023 11:53 GMT
#549
I sincerely hope these obviously zerg favored changes don't get released before Katowice.
TurtleFish
Profile Joined December 2022
11 Posts
January 23 2023 12:09 GMT
#550
Buffing zerg when zerg has been winning everything already. Someone find a way to tell Scarlett & Harstem they are ruining the game? Anyway, if this patch goes through, I am done with this game. AOE4 is a much better game now imo, with constant balance updates and a vibrant esports scene.
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2023-01-23 14:12:38
January 23 2023 14:12 GMT
#551
On January 23 2023 11:03 [Phantom] wrote:
Hey balance council you know what would be a great change for the game?

[image loading]
[image loading]
Look at this image. An adept blocking the space between two gates in hold position. He should block the zerlings right?


[image loading]
WRONG.

Insta lose when I did my wall correctly without any way for me to possibly know lings for some unexplicably reason will be able to go through.

And then people say that there's no luck involved in this game, and the guy has the arrogance to tell me to get better when I literally did everything right.

So, if you could fix this in this patch, I'd appreciate it.


This post actually pisses me off.

the guy has the arrogance to tell me to get better when I literally did everything right.


Are you deadass telling me and everyone else here, that as a 3300 MMR protoss, you're doing everything right?

Are you serious?

You don't think a 4300 protoss would perform better in this situation?
A 5300 protoss?
A 6300 protoss?
A 7300 protoss?

There's 4000 MMR difference between you and the best protoss, and you're telling us that you played perfectly and the game needs to be changed to fix it?
Cereal
datastuff
Profile Joined September 2020
31 Posts
January 23 2023 14:26 GMT
#552
[image loading]

"literally did everything right" KEKW
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2023-01-23 15:57:12
January 23 2023 14:32 GMT
#553
On January 23 2023 17:15 bela.mervado wrote:
Hey Phantom.

it's almost 3:10, you should be training your third unit from your first gateway.
you should not get away with 1 adept no battery no full wall against 17+ lings.
your probe scout and your first adept (chrono) should notice the lack of drones.
there's a neat trick, you can shade your adept backward to your nat, fully wall with a gate, and save your adept.
a battery or two can be of great help.

you probably should send the replay to Harstem for a more detailed analysis.



Thanks for the feedback but you're missing the point I'll explain below.

On January 23 2023 23:12 InfCereal wrote:

This post actually pisses me off.

Show nested quote +
the guy has the arrogance to tell me to get better when I literally did everything right.


Are you deadass telling me and everyone else here, that as a 3300 MMR protoss, you're doing everything right?

Are you serious?

You don't think a 4300 protoss would perform better in this situation?
A 5300 protoss?
A 6300 protoss?
A 7300 protoss?

There's 4000 MMR difference between you and the best protoss, and you're telling us that you played perfectly and the game needs to be changed to fix it?



You're also missing the point.

I'll be as clear as possible. There is a wall, theres the core and two gateways with space between the gates to fit 1 unit.

If you put a zealot/adept/sentry/stalker they should block enemy lings from passing through the opening until the unit is killed.


There is a bug where in some situations, like the one pictured, even if you did everything right (putting the unit in hold position etc), zerglings will still get through, as pictured.

This happens to pros as well.

This is what happened with the screenshots and it's a know issue that has happened in programes. Those programes are better than me, and they, just like me still lost because of something they had no control over: an adept appearing to block the entrance and for some reason doesn't.

The solution is as easy as the archon change. Increase the size of the collision of the adept/zealot sightly do that it blocks the entrance 100% of the time and not 99% of the time
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
MJG
Profile Joined May 2018
United Kingdom941 Posts
Last Edited: 2023-01-23 15:23:22
January 23 2023 15:14 GMT
#554
On January 23 2023 23:12 InfCereal wrote:
Show nested quote +
On January 23 2023 11:03 [Phantom] wrote:
Hey balance council you know what would be a great change for the game?

[image loading]
[image loading]
Look at this image. An adept blocking the space between two gates in hold position. He should block the zerlings right?


[image loading]
WRONG.

Insta lose when I did my wall correctly without any way for me to possibly know lings for some unexplicably reason will be able to go through.

And then people say that there's no luck involved in this game, and the guy has the arrogance to tell me to get better when I literally did everything right.

So, if you could fix this in this patch, I'd appreciate it.


This post actually pisses me off.

Show nested quote +
the guy has the arrogance to tell me to get better when I literally did everything right.


Are you deadass telling me and everyone else here, that as a 3300 MMR protoss, you're doing everything right?

Are you serious?

You don't think a 4300 protoss would perform better in this situation?
A 5300 protoss?
A 6300 protoss?
A 7300 protoss?

There's 4000 MMR difference between you and the best protoss, and you're telling us that you played perfectly and the game needs to be changed to fix it?

I don't think Phantom is saying that they would've held the attack if the Adept hadn't let the Zerglings through. I think they're saying that the Adept shouldn't let Zerglings through if it's on hold position within a one hex gap. This is a pretty reasonable expectation.

Context suggests that their wording ("literally did everything right") is in regards to the Zerglings pushing passed the Adept. It's not intended to be in regards to the game as a whole.
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
January 23 2023 15:45 GMT
#555
I've been mentioning this too, Zealots and Adepts really need building collission increased a tiny bit so that you don't need to place them as pixel-perfect as you do now, as that requires extra effort and time (and stress).

If the balance team was any bit fair and competent, they would have addressed one of the stupidest (and relevant) ways pros lose games before thinking about if it'd be nice to buff Hydras and Ultras.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
syndbg
Profile Joined February 2018
43 Posts
January 23 2023 16:01 GMT
#556
On January 24 2023 00:45 Yoshi Kirishima wrote:
I've been mentioning this too, Zealots and Adepts really need building collission increased a tiny bit so that you don't need to place them as pixel-perfect as you do now, as that requires extra effort and time (and stress).

If the balance team was any bit fair and competent, they would have addressed one of the stupidest (and relevant) ways pros lose games before thinking about if it'd be nice to buff Hydras and Ultras.


Suppose you actually thought a bit before immediately blaming the balance team. In that case, you'd realize that by increasing the collision size of some gateway units, you're severely affecting the potential of adepts/zealots offensively and defensively. Fewer adepts/zealots in mineral lines is a huge change, just cause protoss can't place a gateway unit.

The "protoss door" is legit a skill issue.
MJG
Profile Joined May 2018
United Kingdom941 Posts
January 23 2023 16:32 GMT
#557
On January 24 2023 01:01 syndbg wrote:
Show nested quote +
On January 24 2023 00:45 Yoshi Kirishima wrote:
I've been mentioning this too, Zealots and Adepts really need building collission increased a tiny bit so that you don't need to place them as pixel-perfect as you do now, as that requires extra effort and time (and stress).

If the balance team was any bit fair and competent, they would have addressed one of the stupidest (and relevant) ways pros lose games before thinking about if it'd be nice to buff Hydras and Ultras.


Suppose you actually thought a bit before immediately blaming the balance team. In that case, you'd realize that by increasing the collision size of some gateway units, you're severely affecting the potential of adepts/zealots offensively and defensively. Fewer adepts/zealots in mineral lines is a huge change, just cause protoss can't place a gateway unit.

The "protoss door" is legit a skill issue.

Unit collision has a much larger impact on the number of Zealots/Adepts that you can cram into a mineral line. They'll be colliding with one another long before they start colliding with the town hall and/or the mineral line.
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
JJH777
Profile Joined January 2011
United States4401 Posts
January 23 2023 18:13 GMT
#558
On January 24 2023 01:01 syndbg wrote:
Show nested quote +
On January 24 2023 00:45 Yoshi Kirishima wrote:
I've been mentioning this too, Zealots and Adepts really need building collission increased a tiny bit so that you don't need to place them as pixel-perfect as you do now, as that requires extra effort and time (and stress).

If the balance team was any bit fair and competent, they would have addressed one of the stupidest (and relevant) ways pros lose games before thinking about if it'd be nice to buff Hydras and Ultras.


Suppose you actually thought a bit before immediately blaming the balance team. In that case, you'd realize that by increasing the collision size of some gateway units, you're severely affecting the potential of adepts/zealots offensively and defensively. Fewer adepts/zealots in mineral lines is a huge change, just cause protoss can't place a gateway unit.

The "protoss door" is legit a skill issue.


You can increase it in a way that won't realistically effect those interactions.

Blaming it on a skill issue is dumb. Even when Trap won 6 premiers in like 6 months which is the most consistent literally any Toss has ever been at the pro level he still died to ling floods on occasion. It's silly that a build like can kill even the best Toss players regularly thanks to a tiny positional error.
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 23 2023 18:21 GMT
#559
On January 24 2023 03:13 JJH777 wrote:
Show nested quote +
On January 24 2023 01:01 syndbg wrote:
On January 24 2023 00:45 Yoshi Kirishima wrote:
I've been mentioning this too, Zealots and Adepts really need building collission increased a tiny bit so that you don't need to place them as pixel-perfect as you do now, as that requires extra effort and time (and stress).

If the balance team was any bit fair and competent, they would have addressed one of the stupidest (and relevant) ways pros lose games before thinking about if it'd be nice to buff Hydras and Ultras.


Suppose you actually thought a bit before immediately blaming the balance team. In that case, you'd realize that by increasing the collision size of some gateway units, you're severely affecting the potential of adepts/zealots offensively and defensively. Fewer adepts/zealots in mineral lines is a huge change, just cause protoss can't place a gateway unit.

The "protoss door" is legit a skill issue.


You can increase it in a way that won't realistically effect those interactions.

Blaming it on a skill issue is dumb. Even when Trap won 6 premiers in like 6 months which is the most consistent literally any Toss has ever been at the pro level he still died to ling floods on occasion. It's silly that a build like can kill even the best Toss players regularly thanks to a tiny positional error.


Every race can lose by being out of position. Meta builds hinge on the smallest amount of units possible being in the correct position to get away with it.

You'll lose every ZvT if you make 8 queens and idle them at the third - you'll lose every drone in your main and natural to 8 hellions.

You'll lose PvT games if you make the correct amount of units for widow mine drop defense, and idle them out of position.

Honestly this list can go on forever. Unit positioning vs mutas, ling bane runbys, zealot runbys, warp prism defense, raven harass, banshee harrass.

It's all a skill issue.
Cereal
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2023-01-23 18:56:34
January 23 2023 18:44 GMT
#560
On January 24 2023 03:21 InfCereal wrote:

It's all a skill issue.


I'm sorry but you're examples are ridiculous. One thing is to have all your queens on your third and lose to hellions on your main that is 3 screens away, the other is to lose because your unit is 1 pixel to the side.

If a unit is placed in a 1 hex space between two buildings it should either block all units from passing or if it's too small not block them at all. Not what it does currently of blocking them 90% of the time except if you put it 1 pixel to the side,

Especially when:

1.-The game has an isometric view, which means it's basically impossible to see.

2.-Even if you activate the rotate camera options (which you need to hold the key for... and are super far away fromeverything) it's not perfectly clear where you need to put the unit? and it's not as if you can do it super precicely, specially taking into account the unit acceleration and movement speed of the units. And again, you won't actually know if it works until you have lings flooding into your natural.

3.-The protoss entrance is the single most important thing in a PvZ. Zerg is so strong in the early that if their units get inside your natural you insta-lose. It's not fair, logical or reasonable that in the weakest spot there is for protoss, you have a unit that will regularly block the entrance, except some times, and that it's literally a couple of pixels that decide that in a place where you can't even see clearly due to the isometric view.

You cannot possibly, with a straight face compare that to having your units in a completely different base.

Go look at my image again, particularly see the first photo. Look at it, there was no way for me to know the adept was going to let lings through. And this happens to the best pros.

It is clearly not intended behaviour. And we know it because the zerg needs to click move command repeteadlyto push the unit. Clicking atack move or clicking on the adept will not cause the zerglings to surround the adept. It is not intended, and thus should be fixed. Zerg gets enough advantage by having most of the maps givingthem free vision over your natural.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
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