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SC2 5.0.14 PTR patch notes - (Balance, Oct 21, 2024) - Pag…

Forum Index > SC2 General
284 CommentsPost a Reply
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Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2024-11-25 19:19:42
November 25 2024 19:09 GMT
#281
On November 26 2024 03:17 ejozl wrote:
Only because the balance is at its worst ever, is it a good time to do crazy changes, but ofc I i have little faith in the cabal, so I'd rather they just leave the game alone, I guess.
I don't like change for change's sake because it means that you would do a bad change just to light a spark. We should remember that this will be one of those evergreen games that we will return to in 20 years time, so no, I don't want to sacrifice the future for the now, it should be the other way round.

As for the EMP, I think it should just do flat 60 damage to shields, but it should also fully deplete a unit's energy, not just 100.
I don't even like the supply nerf on the Ghost.


Yes it comes to the same thing, i don t mind about the amount of point shield, i set 50 as i would set 25 whatever..

I don t want to talk about council members as i have absolutely no clue on what s going on in this "cabal" as you say.

Speaking of the game, i would say supply cost from 2 to 3 impact TvZ while EMP tweak could be more necessary against protoss. Actually i support a nerf of ghost supply cost and EMP because the instant flat damage is too much.

I have another problem with the "blinding cloud". (Cure vs SHIN, wardiTV november on El Dorado). Cure is playing the low style eco and even if he s well prepared, SHIN make 2 or 3 vipers then can cover 4 or 6 blinding cloud because the spell cost 100 mana. I think the spell is interessant but the cloud could be bigger and mana cost set to 125 (you can still blinding cloud + abduct for 200 mana). Check the game if you have time, to me it s a good example of what is on the edge between pro and master players.
InfCereal
Profile Joined December 2011
Canada1759 Posts
November 25 2024 19:45 GMT
#282
Patch seems to be out in NA. No changes from PTR
Cereal
Ciaus237
Profile Joined July 2015
South Africa276 Posts
Last Edited: 2024-11-25 20:11:22
November 25 2024 19:45 GMT
#283
Patch is live on NA??

https://news.blizzard.com/en-us/starcraft2/24162754/starcraft-ii-5-0-14-patch-notes

EDIT:

They made ultras fat again.
I hate it. So much.
The time that we kill keeps us alive
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
Last Edited: 2024-11-25 20:34:49
November 25 2024 20:31 GMT
#284
RIP. They removed the Thor buff.

I agree it sucked for Mutas, but it was a nice small small way to compensate for Cyclones being reverted / Mech back to being in a pretty hopeless state TvP.

At least they threw a bone saying they see potential in adjusting the Thor in the future.

I'm worried about Tempest strength vs Massive. They should nerf the +Massive damage by 10% or so so maxed out armies don't wreck BCs/BLs too easily. But who cares if it's not a scenario they see often...

And oh, of course the nerfs of Battery Overcharge - and now removal - and the weakness it leaves to Terran early pushes still haven't been fully rectified. I won't be surprised if next patch they nerf Protoss early game vs Terran even more and then we go through the whole "let's wait and see" thing again.

At least the Shield Battery buff is a nice idea. It's very small but nice. Batteries can be built ins lightly safer positions out of reach of Tanks/biles potentially.

I'm happy they remembered to revert MS size to what it was before. Cus I forgot. Props to them.
I'm happy ultra size is back too, makes sense with the push priority now.
Maybe we can buff Thor movespeed slightly and increase its size too :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2024-11-26 08:41:17
November 26 2024 08:26 GMT
#285
On November 26 2024 04:45 Ciaus237 wrote:
Patch is live on NA??

https://news.blizzard.com/en-us/starcraft2/24162754/starcraft-ii-5-0-14-patch-notes

EDIT:

They made ultras fat again.
I hate it. So much.


What if Ultra ignore bonus damage against armored ? (balanced with hit points reduction)

Ultra looks really hard to counter if you have only marines or zealots (zerglings would be a joke)

In adding this ability to ignore armored bonus damage, ultra will gain the ease to reach the frontline; in fact it might create a new spot in the late game interactions between units. the imba part is the risk to make ultra stronger against units with low range like roachs and hellbats, but against roachs a small armored bonus can be added (35 to 25 + 15 against armored) and hellbats would benefit of a reduction damage because they are light armored (as zealots). I m not sure of this idea, i just share it for looking at reactions.

This kind of idea is really more difficult to balance compare to some design tweak like force field being a bit more resistant against biles or abduct only affect massive units by half of the distance. Because you have to check with balance tester every interactions, i would need a little bit help for this kind of tests.

PS : note that armored tag is balanced by increasing hit points units (original idea of blizzard)
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