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New SC2 Balance Test Mod (along with new map pool) - Page 3

Forum Index > SC2 General
238 CommentsPost a Reply
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Die4Ever
Profile Joined August 2010
United States17744 Posts
Last Edited: 2023-08-23 02:29:54
August 23 2023 00:54 GMT
#41
why does the infestor get to start with 75 energy for free but not the high templar? bring back SanZenith!

+ Show Spoiler +
"Expert" mods4ever.com
yubo56
Profile Joined May 2014
690 Posts
August 23 2023 02:12 GMT
#42
On August 23 2023 09:54 Die4Ever wrote:
why does the infestor get to start with 75 energy for free but not the high templar? bring back SanZenith!

the day I can warp in infestors we can start talking

I honestly like the direction of the patch! Lots of cool ideas, excited to see how they pan out in play testing :o
Jung Yoon Jong fighting, even after retirement! Feel better soon.
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2023-08-23 07:08:33
August 23 2023 06:46 GMT
#43
I like these changes! But I can't help but think these keep being zerg focused, not necessarily that they buff zerg more, but that they give zerg more attention and options than the other races. For example, buffing the overlord to increase Queen drops, do we really need queen drops?

I find the viper change hilarious. god forbig that a unit with effectively unlimited energy has a trade off.

And buffing hydras vs Protoss is madness. I know it's a ZvZ focused change, but Hydra timings have always been good vs toss, they became even better with the previous hydra buff, and now you want to make them even better? Hydra den is one of the fastest build time buildings, and hydra counters take a long time (storm you need to research, and wait for HT to have energy, and with timmings often times you run out of energy, colossus need robo and robo bay plus an upgrade that takes longer than they hydra one). And on top of that they nerf the disruptor, the other counter. It's crazy.



I love the Tempest aceleration change. If they could change their damage point like they did to hydras, I think it would be a great change to help vs BL, Liberators and even BCs.

I like the Mothership change, though not the cloak change. What good is it to be invisible for 10 seconds? What's the point? But I like the other changes. Same with the changes to stasis vision and sentry guardian shield.


I LOVE the immortal change. Not a lot of people know this, but the barrier activates AFTER the first hit. So they receive the first hit in full. So a tank will do a LOT of damage to an immortal before the barrier is activated for example. This fixes that. However since it also counts agaisnt the "100 damaged absorbed"... I think they maybe should consider buffing it to 120 or something.

Im surprised not to see the buff to the colossus range back...Would certainly be useful.

So basically: I like the idea of the changes. The mothership and cyclone changes are interesting. Still, I fell Zerg comes out ahead with the better end of the deal, and Protoss with the worst.

Although I'll say that the baneling nerf might be too much in ZvT but we'll see. I'm also worried about the medivac buff, and that the BL change will just make Terrans turtle more.


____________
Also, Please update team maps. Or at least let us play ones from previous seasons. I see you're considering it. It would be great.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
omop
Profile Joined April 2017
46 Posts
August 23 2023 07:05 GMT
#44
Baneling nerf is huge and will affect a lot in ZvP also, storms will now 1 show banelings and also +2 banes vs probes were the most insane stupid thing ever. So some zerg buffs might be needed something to compensate that.

But in general I dont like this patch. Game feels quite good balanced and major shakeup isnt needed in my opinion. Cant really see the point of another cyclone rework, they are in good spot now. I feel that small adjustments would be enough, like baneling upgrade dmg nerf. They could also think about reverting some unneeded toss nerfs like Immortal and warp prism cost increases.
tigera6
Profile Joined March 2021
3512 Posts
Last Edited: 2023-08-23 07:14:52
August 23 2023 07:13 GMT
#45
I mean, like Winter said on his review video, now the Cyclone is looking like a Goliath, and BLord is becoming like Guardian from BW. Maybe the balance committee figure out that best balance is BW balance, or Artosis has a lot of say in it, lol.

And the Widow Mine buff / Bane nerf is going to help Clem so much in TvZ, he loves both Mines micro and Bane snipe, now he might even target down 20 Banes before they can reach his army.
Creager
Profile Joined February 2011
Germany1958 Posts
August 23 2023 07:38 GMT
#46
Sigh, while I see the current meta getting quite stale already and am not a huge fan of it (too little mech viability overall, TvT meta kinda sucks with too much focus on Raven for me personally) I'm not sure if this patch is the right way to go, as I feel the general trend here again seems to be to make stuff move faster, which always has been a bad approach in this game IMO.

Well, let's wait and see before jumping to premature conclusions.
... einmal mit Profis spielen!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10380 Posts
August 23 2023 07:42 GMT
#47
So this might be really dumb, but how do you play the Community Balance Mod?

Balance mods are available on all servers under the "Community Balance Patch - August 2023" name and via the following links

AM - battlenet:://starcraft/map/1/352863
EU - battlenet:://starcraft/map/2/248793
AS - battlenet:://starcraft/map/3/165660


I went to Custom maps in SC2, searched for Community Balance Patch, and I see nothing.
I tried to enter the link into my chrome URL bar, and nothing happened.

If they want us to playtest these, I think the instructions need to be more dumby proof.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Creager
Profile Joined February 2011
Germany1958 Posts
August 23 2023 07:48 GMT
#48
On August 23 2023 16:42 Yoshi Kirishima wrote:
So this might be really dumb, but how do you play the Community Balance Mod?

Show nested quote +
Balance mods are available on all servers under the "Community Balance Patch - August 2023" name and via the following links

AM - battlenet:://starcraft/map/1/352863
EU - battlenet:://starcraft/map/2/248793
AS - battlenet:://starcraft/map/3/165660


I went to Custom maps in SC2, searched for Community Balance Patch, and I see nothing.
I tried to enter the link into my chrome URL bar, and nothing happened.

If they want us to playtest these, I think the instructions need to be more dumby proof.


If only somebody working at Blizzard still knew how to utilize this button...

+ Show Spoiler +

[image loading]

... einmal mit Profis spielen!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10380 Posts
August 23 2023 08:18 GMT
#49
On August 23 2023 16:48 Creager wrote:
Show nested quote +
On August 23 2023 16:42 Yoshi Kirishima wrote:
So this might be really dumb, but how do you play the Community Balance Mod?

Balance mods are available on all servers under the "Community Balance Patch - August 2023" name and via the following links

AM - battlenet:://starcraft/map/1/352863
EU - battlenet:://starcraft/map/2/248793
AS - battlenet:://starcraft/map/3/165660


I went to Custom maps in SC2, searched for Community Balance Patch, and I see nothing.
I tried to enter the link into my chrome URL bar, and nothing happened.

If they want us to playtest these, I think the instructions need to be more dumby proof.


If only somebody working at Blizzard still knew how to utilize this button...

+ Show Spoiler +

[image loading]



Ok i figured it out !

You have to go to Custom, Melee, pick a map, then click "Create With Mod" at the bottom, and select Community Balance Patch - August 2023.

It's so confusing because when I checked the new ladder maps, if you click on it and click on "Mod" on the right, it'll say there's no mod extensions available. Yet if you click "Create with Mod" it shows available mods.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
August 23 2023 09:00 GMT
#50
Wow a new balance patch, and discontent in the comment section!
Makes me feel young again
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
TaKeTV
Profile Blog Joined December 2010
Germany1201 Posts
August 23 2023 10:48 GMT
#51
Does anyone here believe the Raven change actually does change anything? Its a 50/50 ~60 seconds upgrade. The timings of the raven both in TvT and in TvP hit later. Players that are using those timings now (especially TvT is rather 2 or 3 raven) will be using them after this patch too.

If you wanted to adress the power of the matrix I think it would have been better to either lower its duration since the current duration for a fast moving RTS like Starcraft is too long OR you could have moved that upgrade to something like the armory or even fusion core if you really wanted to kill those timing / early game specifics.

In my book the matrix is strong in TvT but I'm not sure if I would have named it issue there since it results in interesting engagements and play around the raven.

And last but not least if they wanted to help Protoss I would have preferred to give the battery the ability "cleanse" which could be a slight AoE spell that removes negative abilities from units making it possible for you to cleanse your colossi against the matrix.

I would make that a cooldown ability to not allow Protoss to mass batteries at later stages and buse that ability against anything. Thats just a quick brainstorm.

TLDR: I dont think the 50/50/57 second upgrade changes anything about raven/matrix and their timings
Commentator
__Coin_Ciden_Ce__
Profile Joined September 2022
11 Posts
August 23 2023 12:46 GMT
#52
Just wondering, if anyone is willing to play Heart of the Swarm instead of this piece of ridiculous imagination on the newest maps?
I have no interest in all these destructing changes to the more "aligned" datamod back in HotS and WoL, when people didn't struggle with some new and cool but painful micro in LotV.
Charoisaur
Profile Joined August 2014
Germany16086 Posts
Last Edited: 2023-08-23 13:26:59
August 23 2023 13:23 GMT
#53
On August 23 2023 19:48 TaKeTV wrote:
Does anyone here believe the Raven change actually does change anything? Its a 50/50 ~60 seconds upgrade. The timings of the raven both in TvT and in TvP hit later. Players that are using those timings now (especially TvT is rather 2 or 3 raven) will be using them after this patch too.

If you wanted to adress the power of the matrix I think it would have been better to either lower its duration since the current duration for a fast moving RTS like Starcraft is too long OR you could have moved that upgrade to something like the armory or even fusion core if you really wanted to kill those timing / early game specifics.

In my book the matrix is strong in TvT but I'm not sure if I would have named it issue there since it results in interesting engagements and play around the raven.

And last but not least if they wanted to help Protoss I would have preferred to give the battery the ability "cleanse" which could be a slight AoE spell that removes negative abilities from units making it possible for you to cleanse your colossi against the matrix.

I would make that a cooldown ability to not allow Protoss to mass batteries at later stages and buse that ability against anything. Thats just a quick brainstorm.

TLDR: I dont think the 50/50/57 second upgrade changes anything about raven/matrix and their timings

In TvP the change is huge because players usually swap the addon to a reactor after building the first Raven. With the patch you either have to idle the Starport for 23 seconds (Raven buildtime=34 seconds) before swapping if you want to finish the upgrade, or build a 2nd Raven. Both options significantly delay the first push with medivacs.
In TvT this doesn't change much, that's true
Many of the coolest moments in sc2 happen due to worker harassment
tigera6
Profile Joined March 2021
3512 Posts
Last Edited: 2023-08-23 13:27:24
August 23 2023 13:26 GMT
#54
On August 23 2023 19:48 TaKeTV wrote:
Does anyone here believe the Raven change actually does change anything? Its a 50/50 ~60 seconds upgrade. The timings of the raven both in TvT and in TvP hit later. Players that are using those timings now (especially TvT is rather 2 or 3 raven) will be using them after this patch too.

If you wanted to adress the power of the matrix I think it would have been better to either lower its duration since the current duration for a fast moving RTS like Starcraft is too long OR you could have moved that upgrade to something like the armory or even fusion core if you really wanted to kill those timing / early game specifics.

In my book the matrix is strong in TvT but I'm not sure if I would have named it issue there since it results in interesting engagements and play around the raven.

And last but not least if they wanted to help Protoss I would have preferred to give the battery the ability "cleanse" which could be a slight AoE spell that removes negative abilities from units making it possible for you to cleanse your colossi against the matrix.

I would make that a cooldown ability to not allow Protoss to mass batteries at later stages and buse that ability against anything. Thats just a quick brainstorm.

TLDR: I dont think the 50/50/57 second upgrade changes anything about raven/matrix and their timings

Just think of it as a compensation for the buff on Raven build time and cost from previous balance change. Getting the Raven cheaper and quicker making the 1 Raven push timing in PvT too much into Terran favor. Now you have to delay the timing because of the research time and cost a bit more gas so it could theoretically help the Protoss defense against such timing. IMO, this is not about the overall Raven balance, just specifically the timing push in PvT.
TaKeTV
Profile Blog Joined December 2010
Germany1201 Posts
Last Edited: 2023-08-23 13:38:17
August 23 2023 13:27 GMT
#55
On August 23 2023 22:23 Charoisaur wrote:
Show nested quote +
On August 23 2023 19:48 TaKeTV wrote:
Does anyone here believe the Raven change actually does change anything? Its a 50/50 ~60 seconds upgrade. The timings of the raven both in TvT and in TvP hit later. Players that are using those timings now (especially TvT is rather 2 or 3 raven) will be using them after this patch too.

If you wanted to adress the power of the matrix I think it would have been better to either lower its duration since the current duration for a fast moving RTS like Starcraft is too long OR you could have moved that upgrade to something like the armory or even fusion core if you really wanted to kill those timing / early game specifics.

In my book the matrix is strong in TvT but I'm not sure if I would have named it issue there since it results in interesting engagements and play around the raven.

And last but not least if they wanted to help Protoss I would have preferred to give the battery the ability "cleanse" which could be a slight AoE spell that removes negative abilities from units making it possible for you to cleanse your colossi against the matrix.

I would make that a cooldown ability to not allow Protoss to mass batteries at later stages and buse that ability against anything. Thats just a quick brainstorm.

TLDR: I dont think the 50/50/57 second upgrade changes anything about raven/matrix and their timings

In TvP the change is huge because players usually swap the addon to a reactor after building the first Raven. With the patch you either have to idle the Starport for 23 seconds (Raven buildtime=34 seconds) before swapping if you want to finish the upgrade, or build a 2nd Raven. Both options significantly delay the first push.
In TvT this doesn't change much, that's true


I think stimpack should be the limiting factor here which will not be done at the time the raven is done. Yes it will delay the first two medivacs and their energy but it won't delay the push. At least from the top of my head the timing should be unchanged.

Ill ask heromraine and see if I can get a replay. IIRC people often decide to even autoturret harass before actually still using the raven with that push so it should not be huge and still work the same imo


Spoke with Clem

50/50 is meaningful in the early stage of the game
timing should get messed up slighty / stim isnt done but its timed to finish with medivacs
you want to use 2nd techlab for barracks
you have to consider protoss not going for colossus so getting blind matrix isnt good

He needs more games to evaluate

so mea culpa. Seems like it does change a lot, great insight. I retract my statement :D
Commentator
jpg06051992
Profile Joined July 2015
United States580 Posts
August 24 2023 03:21 GMT
#56
Cyclone change is very ambitious, but more all around units is probably a better trajectory for the game overall, this is a change that will need more then one Wardii balance tournament to test out.

Ghost change is obvious, they are broken vs. Protoss. The snipe change could really alter late game ZvT though so that needs to be monitored.

Mine change seems alright.

Medivac change is ludicrous, needs to be scrapped immediately. Medivacs are premier units in every MU, no need or rational reason for them to be buffed.

Raven change is very elegant, it will give Protoss some breathing room against Terran knife stab pushes that are dominating the mid game without affecting TvT or anything like that, balance council did a good job here.

Lurker change is good, they are too mobile.

Infestor change is very ambitious like the Cyclone changes are, this one needs to be tested because yea the damage is reduced but Infestors hitting the field immediately able to fungal (which is all for the root and bile combo it's hardly for the damage) is gonna be strong imo.

Spire changes make sense., unlike the Viper changes which I doubt is even going to affect the pro level at all, kind of a dumb change.

Ultra change is whatever, anything helps.

Just change the Brood Lord to the Guardian and get it over with already.

Hydra change is good, they are fun units to watch but yea the timing potential could be big, if Hydras are too strong with timings against Protoss they could stand to have less HP or do a tad less damage.

Baneling change is huge, this is a pretty big nerf to Zerg is both ZvT and ZvP, people sleeping on this change are crazy, not saying Banelings weren't oppressive and in need of a tone down but wow, their relationship with bio and worker line run byes is going to be very altered but this change and those are cornerstone unit dyanmics.

The immortal change is great but tbh the other Protoss changes are just pitiful. Really guys, a nerf? Like, you're actually going to nerf Protoss? Shield cost reduction? Guardian Shield lasting a few more seconds? More vision for wards? Really that's the best you guys can do?

The other changes for Zerg and Terran seem good for the most part and some will indirectly be a buff to Protoss but I was hoping for some actual changes to Protoss, and I don't mean Warp Gate, I mean, just anything to give Protoss a straight up power boost.

My proposal

Sentry armor increased by 1 (make the Sentry more durable obviously)
Guardian Shield reduces range damage from 2 to 4 (empowers them primarily vs. Terran bio, will hardly affect ZvP)
Guardian Shield increases movement speed of all units by 35 % (Allows early/mid game GW armies to be more agile on the map)
Force Field requires 2 Corrosive Biles to destroy

Implement this change alone over all those other changes and watch the meta shift in a better direction for Protoss, it's easier to buff the Sentry which is just a support unit then core units like Zealots and Stalkers. Protoss lacks the ability to take control of the map and alot of that is because GW units are so damn slow, let the Sentry fix that issue, as well as empowering it against early/mid game bio pushes against Protoss. It's not like the Sentry will be killing anything, but it would let the actual combat units kill things better.

"SO MANY BANELINGS!"
Snakestyle1
Profile Joined May 2017
43 Posts
August 24 2023 04:04 GMT
#57
On August 22 2023 23:52 CicadaSC wrote:
did the creep nerf from last patch even change anything or was it just disguised as a nerf. i remember pros saying there was no noticeable difference because no one is perfect with creep spreading anyway and then people just sort of ... dropped it. wasn't the nerf done with intention? if it had no impact it should be retuned, no?


Of course it did. It might not be apparent if you dont play zerg, but if you check on your creep tumors and its 3 seconds away from being able to spread, you go do something else, and you certainly dont come back 3 seconds later to spread it when its ready. Everytime you go to spread your tumors and they arent quite ready to spread, it just had an impact on the creep spread.

It doesnt matter if pros dont always spread as soon as cooldown is ready. What matters is that if you go to spread and its not ready, you wont check again in time.
AcrossFromTime
Profile Joined May 2020
29 Posts
August 24 2023 05:16 GMT
#58
I don't think SC2 should be getting redesigned at this late stage. I think reworking units delays addressing the balance issues in the game. Some of the people who have issues with SC2 design are now on the development teams for upcoming RTS games. Those games will be a chance to address design issues with SC2.

There's lots of ways they could have done it, personally I think reverting the Disruptor and Shield Battery nerfs would have been pretty good, plus maybe leave in the Colossus range bug. I don't think that would have resulted in Protoss dominance, but even if it did, Protoss has never had a dominant period during Legacy of the Void, so it wouldn't have been a problem if we could have a year for Protoss.

SC2 isn't a dead game, but it's in a nursing home or hospice. It has many years ahead of it, and we should take good care of it as best we can so it can have pleasant stress-free golden years. Now's not the time to perform major surgery. It will never be what it was, and it will never reach it's full potential, but that's okay, nobody does.
WombaT
Profile Blog Joined May 2010
Northern Ireland27250 Posts
August 24 2023 10:45 GMT
#59
On August 23 2023 01:50 Charoisaur wrote:
Show nested quote +
On August 23 2023 01:07 Athenau wrote:
A lot of the changes are good, and the baneling nerf is significant, but buffing Vipers is absurd and will just lead to Zergs building more of them and mass abducting units in the lategame (especially against T, since EMP was nerfed), which is one of the most cancerous things in the game.

On the plus side, hellbats might be a viable soft counter to banelings now. Banelings will always four shot hellbats (whereas you needed armor upgrades for the hellbats before) and Hellbats will pretty much always two shot banelings with the health nerf. Pre-split hellbats will always be cost effective against banelings, and will still be cost effective against Zerglings even when split (unlike Marines).


The Viper change is just a qol change, it changes nothing except preventing Zergs from accidentally killing their hatchery, which maybe happened once every 200 games

I mean do Zergs really need that?

They’ve already got the only caster in the game that you can grab mana quickly if they’re caught with their pants down, now that’s more forgiving to do and less damaging to buildings?

Like Toss and Terran lose games so frequently to not having a wall at a bad moment, if Zergs kill their own buildings that’s a way bigger mistake and should be punished accordingly
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Charoisaur
Profile Joined August 2014
Germany16086 Posts
August 24 2023 10:49 GMT
#60
Medivac change is ludicrous, needs to be scrapped immediately. Medivacs are premier units in every MU, no need or rational reason for them to be buffed.

It's a fusion core upgrade, it will not have any effect at all. Especially in the lategame, medivacs running out of energy doesn't happen anymore, because at that stage the mass bio trading phase is already over, so this feels even more useless than the previous upgrade
Many of the coolest moments in sc2 happen due to worker harassment
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