|
On June 03 2026 20:31 tigera6 wrote:Show nested quote +On June 03 2026 02:20 Captain Peabody wrote:On June 03 2026 00:24 tigera6 wrote:On June 02 2026 20:55 Acrofales wrote:On June 02 2026 19:48 tigera6 wrote:On June 02 2026 12:52 Turbovolver wrote:On June 02 2026 06:38 WSH32 wrote: Let me restate my point more patiently.
I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.
I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.
Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.
So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.
I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.
Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster". If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists. Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail. If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing. Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying. Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster. What do you think of the idea of making Snipe unable to target air units? Feels like it would leave the Ghost a powerful unit against Ultras and Lurkers while giving it more of a genuine vulnerability to Broods, Mutas, etc. I think thats a fine idea, although I havent seen many lategame TvZ where mass Ghost straight up fight against mass BLord, you gotta make enough Thors to fight BLord in most instances. Right, it wouldn't be match-up breaking, but would at least reduce the utility in some scenarios of making a giant blob of ghosts. I don't think the problem with the Ghost is balance fundamentally, it's the "feel" and "frustration" of how flexible they are, such that it's rarely a big problem to "overbuild" Ghosts in late-game. There are all kinds of scenarios where a blob of Ghosts in the right place can punish almost anything Zerg has; this also reduces the impact of tech switches where things start coming out in smaller numbers initially.
The fact that Ghosts already aren't core/ideal to defeating heavy air comps, though, is intended, since it reduces the immediate balance impact and doesn't leave Terran with huge gaping vulnerabilities. Terran already has the tools to deal with Zerg air, this would just make it more important to incorporate more of those tools earlier and more punishing if Terran doesn't anticipate tech switches.
That's the theory, anyway!
|
On May 30 2026 01:26 seopthi wrote: If the intern is reading this, please consider (an option?) for F2 to ignore units on hold and/or patrol. Hold would make perfect sense imo
Also visual changes to EMP so it is easier to see, and Protoss door (though could be alleviated w/ the first suggestion)
The changling change seems to be strange ad hoc, it'd be easier to make them less spammable, no?
One more suggestion I'd like to propose -- I just watched Tasteless' take on the patch and he mentioned that he thinks that the game should be balanced for pros, which I agree with. The natural problem is that if we get 50% winrate in the GSL, it may be greatly different in GM or Silver on ladder.
Historically it has been like this many times, e.g., Protoss favored in GM while Terran in Bronze. The thing I would love Blizzard to consider, is for ladder MMR to be per matchup and the overall being the average of the three.
There would be no such worry about balance per skill level; for example, if Protoss is easier to play with low apm compare to Zerg, PvZ could be matched against a player that would currently be considered stronger.
The purpose of MMR is to have 50% winrate, which overall players have, but they clearly do not have per matchup; I have had 70% winrate in one and 30% in another, for example. Of course, I can focus on improving on the lowest winrate, but it being uneven is unavoidable.
|
Northern Ireland27288 Posts
On June 03 2026 23:12 seopthi wrote:Show nested quote +On May 30 2026 01:26 seopthi wrote: If the intern is reading this, please consider (an option?) for F2 to ignore units on hold and/or patrol. Hold would make perfect sense imo
Also visual changes to EMP so it is easier to see, and Protoss door (though could be alleviated w/ the first suggestion)
The changling change seems to be strange ad hoc, it'd be easier to make them less spammable, no? One more suggestion I'd like to propose -- I just watched Tasteless' take on the patch and he mentioned that he thinks that the game should be balanced for pros, which I agree with. The natural problem is that if we get 50% winrate in the GSL, it may be greatly different in GM or Silver on ladder. Historically it has been like this many times, e.g., Protoss favored in GM while Terran in Bronze. The thing I would love Blizzard to consider, is for ladder MMR to be per matchup and the overall being the average of the three. There would be no such worry about balance per skill level; for example, if Protoss is easier to play with low apm compare to Zerg, PvZ could be matched against a player that would currently be considered stronger. The purpose of MMR is to have 50% winrate, which overall players have, but they clearly do not have per matchup; I have had 70% winrate in one and 30% in another, for example. Of course, I can focus on improving on the lowest winrate, but it being uneven is unavoidable. Giving me a magic wand, the game is balanced for the pros, but fun for us plebs.
I think SC2 can often suffer on the latter, where interactions that are ultimately balanced, just suck to play against at lower levels. Like Serral can dismantle an Airtoss fleet with Templar support, but at lower levels a Zerg is just getting A-moved to death because they lack the ability to pick it apart
I’ve played other games where they’re actively more fun when you suck, and all sorts of things are viable, get good and it’s play meta and skip about 80% of other options
I’ve got zero idea how to actually do that, but just as a general concept.
|
SoCal8933 Posts
re: balancing for skill level
i dont think any amount of changes are going to magically bring in brand new players to the genre or the franchise. balance for high levels of play if the plan is to touch it once a year.
|
Bisutopia19383 Posts
Anyone else ever dream of a patch that lets you choose the campaign style tech trees prior to starting the game? Both the campaign and Co-Op offer such a variety of play that could exist if there were pre-game tech trees.
|
On June 04 2026 06:14 BisuDagger wrote: Anyone else ever dream of a patch that lets you choose the campaign style tech trees prior to starting the game? Both the campaign and Co-Op offer such a variety of play that could exist if there were pre-game tech trees.
I think there's SOME room for this if you emulate TCG's sideboarding for series games, but I think you can look at mobas (League's rune / summoner spells system, dota's Facets system) to see how it would go.
Basically there's a statistically 'correct' choice in most cases so you don't increase strategic versatility as much as you'd hope. It works in campaign because the balance isn't decided on win or lose, it's decided on how it feels to play.
|
On June 03 2026 23:22 WombaT wrote:Show nested quote +On June 03 2026 23:12 seopthi wrote:On May 30 2026 01:26 seopthi wrote: If the intern is reading this, please consider (an option?) for F2 to ignore units on hold and/or patrol. Hold would make perfect sense imo
Also visual changes to EMP so it is easier to see, and Protoss door (though could be alleviated w/ the first suggestion)
The changling change seems to be strange ad hoc, it'd be easier to make them less spammable, no? One more suggestion I'd like to propose -- I just watched Tasteless' take on the patch and he mentioned that he thinks that the game should be balanced for pros, which I agree with. The natural problem is that if we get 50% winrate in the GSL, it may be greatly different in GM or Silver on ladder. Historically it has been like this many times, e.g., Protoss favored in GM while Terran in Bronze. The thing I would love Blizzard to consider, is for ladder MMR to be per matchup and the overall being the average of the three. There would be no such worry about balance per skill level; for example, if Protoss is easier to play with low apm compare to Zerg, PvZ could be matched against a player that would currently be considered stronger. The purpose of MMR is to have 50% winrate, which overall players have, but they clearly do not have per matchup; I have had 70% winrate in one and 30% in another, for example. Of course, I can focus on improving on the lowest winrate, but it being uneven is unavoidable. Giving me a magic wand, the game is balanced for the pros, but fun for us plebs. I think SC2 can often suffer on the latter, where interactions that are ultimately balanced, just suck to play against at lower levels. Like Serral can dismantle an Airtoss fleet with Templar support, but at lower levels a Zerg is just getting A-moved to death because they lack the ability to pick it apart I’ve played other games where they’re actively more fun when you suck, and all sorts of things are viable, get good and it’s play meta and skip about 80% of other options I’ve got zero idea how to actually do that, but just as a general concept.
Depending on what your “lower level” is.
Takes forever for toss to get the airtoss fleet plat or lower
I’m playing diamond / master on a regular basis and my airtoss fleet with templer support against Zergs isn’t auto win either. At this level lurkers and corruptors shiets on airtoss. Most toss on below masters has no idea how to pick off lurkers one by one with tempest oracle combo. Most of the time we lost our obs and lurkers just kills all the ground support
|
It's funny that a decade later the complaints go in the same circles with people having blinders on their own experience but rarely a system wide view.
These complaints about Ghosts being oppressive, obviously this unit has been a crutch in the mess of late game design. Truly removing this crutch, you'd have to change the way the economy and map control looks like in late game TvZ and/or give all the power of Ghosts to some other units. I don't even know what that second picture looks like, and everyone seems to be able to identify the first part, but incapable of making concrete suggestions on the second.
But this point seems symbolic to me of the fundamental pain point of SC2, that there was never an opinionated and correct (read: genius) designer behind the game.
What is the point of these amateur balance patches, is the intention to keep pumping these out year after year? To achieve what overarching design goal? If there is no overarching design goal, then won't we just keep going in circles? If there is an overarching goal than piecemeal vibes, has it been articulated?
Here's a conceptual design goal, morph economy, unit interaction, unit balance such that the game can be balanced through maps instead of aimless tweaks.
|
On June 04 2026 06:14 BisuDagger wrote: Anyone else ever dream of a patch that lets you choose the campaign style tech trees prior to starting the game? Both the campaign and Co-Op offer such a variety of play that could exist if there were pre-game tech trees.
Sounds cool, but would be a complete balance nightmare, I believe. Imagine SC Evo, but you could combine features of both race iterations.
|
They should really remove all the council members for the patches as it is apparent that all of them are Zerg and Terran lovers. In today's patch, Zerg is still the most OP race then closely behind it is Terran while Protoss is still kicked to the curb and made it even more shitty. More free units (broodlings, locusts, changelings) for Zerg + more vision (overlords, tumors, changelings) compared to protoss where the only free unit is the adept shade and it only gives you vision and doesn't even attack, illusions from a sentry aren't free as they cost energy as well as oracle attacks and revelations in which none deal damage and only for mild vision, carriers cost 25 minerals per interceptors which can be shot down making it inept one the interceptors are dead and also destroys the interceptors once the carrier is also dead (IMO, make the interceptors free as well as make the interceptors auto attack in the area or have a timed life once the carrier drops dead to make it even with the zerg's free attack, as well as let the adepts do the original attacks even without the shade debuffs just like in the campaign to be worth it to use. For the observer, would be best to have a unit limit count to make like say 10-15 and have them cost no supply at all and should be moved to a Nexus to make instead of a robotics and have it a tech structure as a requirement like cybernetics core). Now Terran is like a jack of all trades but their EMP would automatically wipe out protoss' shields immediately dropping protoss half their effectivity while marines are effectively the best unit in the game as they cost only 50 minerals and 1 supply. They can also have a better run by with hellions on the mineral fields doing splash damage or fast reapers jumping up and down a cliff or have marines drop, Zerg has very quick and super many zerglings like 2 per 1 supply so you'd have 10 supply = 20 zerglings on a run by that can easily kill a lot or roaches tunneling towards their worker lines, now compare that to a 10 supply protoss of run by zealots which is only like 5 zealots and no splash and has a charge cooldown or an adept shade that you need upgrades to get it to attack faster and in contrast to the drop you need to upgrade to warpgate then buy a prism and have them slow warp in to the battle field or mineral fields wherein enemies can already have their workers run away. For an advanced race compared to Terran and Zerg, the Protoss is one massively overpriced, underpopulated and heavily nerfed race, it's like Elves vs Humans and Undead (NOT in WC3) lore that they'll be ultimately get wiped out first even if they have magic and long lives.
Now if you have read all of this rant, I salute you for actually understanding and not being bias like most players or viewers are that they only love Zerg and Terran along with their matchups TvZ. Hope they will actually kick off those bias council members in the patches and make Protoss a good and balanced race versus the others again.
User was warned for this post
|
Northern Ireland27288 Posts
On June 04 2026 18:27 Besfren wrote: They should really remove all the council members for the patches as it is apparent that all of them are Zerg and Terran lovers. In today's patch, Zerg is still the most OP race then closely behind it is Terran while Protoss is still kicked to the curb and made it even more shitty. More free units (broodlings, locusts, changelings) for Zerg + more vision (overlords, tumors, changelings) compared to protoss where the only free unit is the adept shade and it only gives you vision and doesn't even attack, illusions from a sentry aren't free as they cost energy as well as oracle attacks and revelations in which none deal damage and only for mild vision, carriers cost 25 minerals per interceptors which can be shot down making it inept one the interceptors are dead and also destroys the interceptors once the carrier is also dead (IMO, make the interceptors free as well as make the interceptors auto attack in the area or have a timed life once the carrier drops dead to make it even with the zerg's free attack, as well as let the adepts do the original attacks even without the shade debuffs just like in the campaign to be worth it to use. For the observer, would be best to have a unit limit count to make like say 10-15 and have them cost no supply at all and should be moved to a Nexus to make instead of a robotics and have it a tech structure as a requirement like cybernetics core). Now Terran is like a jack of all trades but their EMP would automatically wipe out protoss' shields immediately dropping protoss half their effectivity while marines are effectively the best unit in the game as they cost only 50 minerals and 1 supply. They can also have a better run by with hellions on the mineral fields doing splash damage or fast reapers jumping up and down a cliff or have marines drop, Zerg has very quick and super many zerglings like 2 per 1 supply so you'd have 10 supply = 20 zerglings on a run by that can easily kill a lot or roaches tunneling towards their worker lines, now compare that to a 10 supply protoss of run by zealots which is only like 5 zealots and no splash and has a charge cooldown or an adept shade that you need upgrades to get it to attack faster and in contrast to the drop you need to upgrade to warpgate then buy a prism and have them slow warp in to the battle field or mineral fields wherein enemies can already have their workers run away. For an advanced race compared to Terran and Zerg, the Protoss is one massively overpriced, underpopulated and heavily nerfed race, it's like Elves vs Humans and Undead (NOT in WC3) lore that they'll be ultimately get wiped out first even if they have magic and long lives.
Now if you have read all of this rant, I salute you for actually understanding and not being bias like most players or viewers are that they only love Zerg and Terran along with their matchups TvZ. Hope they will actually kick off those bias council members in the patches and make Protoss a good and balanced race versus the others again. You don’t think Protoss is strong right now?
|
When is the 8 worker update!!
|
I must admit I really like changes as a low diamond Terran. I am playing PTR a lot, at times do question the point as the economy takes a lot more care to build up but it does feel like the game was more designed around this slower build up. Some units are just more viable as an opening like the banshee.
What I also like it doesn't feel like a rush to the late game anymore. There is time to react if the opponent rushes late game instead of just 'BOOM ultra's!'. The early game has more openers, a bit more rock paper scissors but it does put a larger emphasis on scouting and early scouting also have a cost which makes it more of choice and an investment which in its turn gives it strategic depth.
Anyway my 2 cents as an old school ladder pleb.
|
On June 04 2026 15:51 naventus wrote: It's funny that a decade later the complaints go in the same circles with people having blinders on their own experience but rarely a system wide view.
These complaints about Ghosts being oppressive, obviously this unit has been a crutch in the mess of late game design. Truly removing this crutch, you'd have to change the way the economy and map control looks like in late game TvZ and/or give all the power of Ghosts to some other units. I don't even know what that second picture looks like, and everyone seems to be able to identify the first part, but incapable of making concrete suggestions on the second.
But this point seems symbolic to me of the fundamental pain point of SC2, that there was never an opinionated and correct (read: genius) designer behind the game.
What is the point of these amateur balance patches, is the intention to keep pumping these out year after year? To achieve what overarching design goal? If there is no overarching design goal, then won't we just keep going in circles? If there is an overarching goal than piecemeal vibes, has it been articulated?
Here's a conceptual design goal, morph economy, unit interaction, unit balance such that the game can be balanced through maps instead of aimless tweaks.
Comments like these really irk me in the worst way possible. Having this overarching belief in some sort of great man theory is already quite silly.
Then you take a very reasonable critique of how lategame tvz works and zoom out from that issue so far to some higher order plane, so there's no possible way for anyone to actually discuss anything of value. How is that supposed to stimulate suggestions for the second part?
People literally suggest having other units fill the "counter" space to create more dynamic interactions. It would be fun if the Zerg T3 felt like a decision, and that the Terran could also produce some of its own T3 units or maybe a mixture of units rather than a lump of ghosts. I am not a fan of Snipe only works on air units as a change, but the suggestion can merit some discussion.
"amateur balance patch" ugh.
|
On June 13 2026 00:23 Dinwiddi wrote: I must admit I really like changes as a low diamond Terran. I am playing PTR a lot, at times do question the point as the economy takes a lot more care to build up but it does feel like the game was more designed around this slower build up. Some units are just more viable as an opening like the banshee.
What I also like it doesn't feel like a rush to the late game anymore. There is time to react if the opponent rushes late game instead of just 'BOOM ultra's!'. The early game has more openers, a bit more rock paper scissors but it does put a larger emphasis on scouting and early scouting also have a cost which makes it more of choice and an investment which in its turn gives it strategic depth.
Anyway my 2 cents as an old school ladder pleb.
Nice! That 3 bases before 4 minutes is standard for every race is maybe a bit much, and there are only very narrow windows to punish the greed.
Tbh, it might be more important to keep "ladder plebs" engaged than to make the pros happy at this point. If there is an active ladder, there will also be tournaments, streams and online content.
|
Here is the explanation to end all debates with this...
Does the patch make the game more like StarCraft? (Yes, the original StarCraft, BroodWar.)
StarCraft 2 should 100000000000% absolutely play more like StarCraft 1, I don't care what any of you say or think really and I don't think it can be realistically argued because of this.
StarCraft is StarCraft
Therefor StarCraft should play like StarCraft
Does this patch make SC2 play more like StarCraft ?
If the answer is yes, then you should always follow suite, there is no grounds for argument, at all, ever, no matter what.
Is there more balancing / tweaking / bug fixing to be done? Yes.
Does it play more like StarCraft? If the answer is yes, then you must acquit.
Ladies and Gentleman of this supposed jury, this is Chewbacca, Chewbacca lives on planet Endor.
Why does a 7-foot tall Wookie live on a planet with a bunch of 3-foot-tall Ewok's.
That just does not make sense, if it plays more like StarCraft, you must acquit.
|
On June 14 2026 20:19 TelecoM wrote: Here is the explanation to end all debates with this...
Does the patch make the game more like StarCraft? (Yes, the original StarCraft, BroodWar.)
StarCraft 2 should 100000000000% absolutely play more like StarCraft 1, I don't care what any of you say or think really and I don't think it can be realistically argued because of this.
StarCraft is StarCraft
Therefor StarCraft should play like StarCraft
Does this patch make SC2 play more like StarCraft ?
If the answer is yes, then you should always follow suite, there is no grounds for argument, at all, ever, no matter what.
Is there more balancing / tweaking / bug fixing to be done? Yes.
Does it play more like StarCraft? If the answer is yes, then you must acquit.
Ladies and Gentleman of this supposed jury, this is Chewbacca, Chewbacca lives on planet Endor.
Why does a 7-foot tall Wookie live on a planet with a bunch of 3-foot-tall Ewok's.
That just does not make sense, if it plays more like StarCraft, you must acquit.
Bit of offtopic, but if you like the original Starcraft, there is a game you should totally check out. You would be surprised how much it feels and plays like the original Starcraft, even the graphics are kind of similiar. It is a bit tricky to get though. First you have to download something called "BattleNet Launcher". There you can purchase, for really cheap bucks actually, a game called "Starcraft: Remastered". It's amazing how much it captures the gameplay of the original Starcraft!
...or in other words: Warcraft Orcs&Humans is Warcraft, therefore every other Warcraft should play like it. And how much did Blizzard fail in that jobs? Why are there Heroes, Air Units and asymetrical races in WC3? And where are my goddamn roads that need to connect every building, why can workers just randomly walk around? Who wants to play shit like that?
Or in even other words: WarCraft is the original (...)Craft from Blizzard, therefore StarCraft should play more like WarCraft. How can Koreans even enjoy this atrociously bad (...)Craft game that failed so much in being like the original? We need to adress this immediately. Again, WHERE are my goddamn roads????
|
On June 03 2026 11:01 Yoshi Kirishima wrote:Show nested quote +On June 03 2026 04:18 WombaT wrote:On June 03 2026 03:40 Yoshi Kirishima wrote: Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.
Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ. Mass Raven did somewhat suck though The current is very niche, partly with tech lab requirements that cut into medivac and Viking production, hence you only tend to see ravens as part of openers in general and it simply becomes to awkward to integrate them I dunno how you fix that. But I think it would be great if Terrans could more flexibly use ravens, without buffing them all that much. If you could build them from a regular starport (unreactored) provided you have say, an armoury also they probably become way easier to fit in. Not a concrete recommendation, a suggestions They feel a good unit, but awkward. They’ve a lot of theoretical utility but unless you actively open for a few and hope they don’t die, or go super late (and basically only in TvT) they’re an awkward unit to fit in Ravens could be super useful to throughout a game, but you need ravens, and the ability to make them. Almost every other unit in the game if you’ve unlocked it on the tech tree and your buildings don’t get blown up, you can make them. Wanna make ravens you have to actively sac reactors on Starports and in all likelihood you will just die cutting those corners I'm not saying to bring mass Ravens back as a go-to strategy, but that the Raven's redesign was an overreaction and went way too much into a niche unit you only get 1-3 of in TvZ. It's the only spellcaster Blizzard decided to design into being a unit you only get 1-2 of (in their words). Making it into such a niche unit means that the Ghost has to fulfill all the "lategame spellcaster" roles in the TvZ matchup. Making it less interesting because instead of having to choose Ghosts or Ravens, or having to get tech to get both or switch between both in the lategame, you simply mass one of them. Maybe if they make Matrix 10 range instead of 9 range, it might see some niche use against Vipers, but since it's only 9 range Vipers can abduct if they come up. And ultimately it's still stronger to just EMP them instead. That said, I don't think disabling units is the best design (even if it is Starcraft-y), and I don't really like anti armor missile either (not very Starcraft-y, overly favors low damage fast firing units, and messed with TvP balance). I much preferred the old Raven and PDD, which was such a Terran-y ability with its positional and defensive capabilities. I always believed they overlooked the true reason why PDD was broken design wise. PDD allowed you to put down just 1 PDD to block 20 projectiles at once. This means that you could put 1 PDD at a time and even if you chase them down across the map or if you try to run away, the Ravens can just drop 1-2 PDD at a time with no commitment. If it was redesigned so that each PDD can only block 2-3 projectiles per second for example, you'd need to put down 10 PDDs if you want to block 20 Corruptors' shots at once, which is a huge energy drain and allows the counterplay of simply backing off until the PDDs expire in 15-20 secs, or re-engage somewhere else. In smaller numbers or in the early to mid game, 1 PDD being able to still block 20 projectiles over 7-10 secs (if able to block only 2-3 projectiles per second) is still significant. If your opponent's army has 20 Stalkers for example, you'd still be reducing their dps by ~15-20% over 7-10 seconds, and the amount of dps reduction decreases as the opponent's army out scales your Raven count unless you commit to massing Ravens which you then drain their energy by being interactive and forcing them to burn PDDs in one place then go attack elsewhere. I always felt what they did to Seeker Missile is silly too. It was an ability that, similar to PDD, you could avoid by backing off or engaging elsewhere. Like a bio army poking a protoss making them burn storms until you commit to a real fight. Then the community said the ability was too useless, so they kept buffing it to the point that it became reasonably realistic to land mass AOE nukes on your opponent (to be fair, progamers always underestimated the damage and often tanked them instead of retreating even if they'd lose some units while being chased down). Then, instead of just realizing they messed up turning it from a zoning ability into a high damage aoe nuke and reverting the buffs, they decided the damage was the issue and changed it to the early versions of AA missile where it still did like 5 damage. Which of course, still got massed because any aoe damage nuke that can be used reliably is incredibly strong in a game like SC2. And then, as if they still didn't realize the issue was the reliable damage and not the amount of damage, they got rid of the damage entirely making it simply reduce your armor.. I feel like this happened to the auto turret too, and many other SC2 changes. Understandably, as the dev/balance team changed over the years, they wouldn't have the full context of how things reached the point it did. But it's still disappointing feeling that patches seem to forget why certain things became broken, and instead of reverting those changes and trying to keep the original concept which worked, they keep straying further from the original vision. Show nested quote +On June 03 2026 08:53 ETisME wrote:On June 03 2026 03:40 Yoshi Kirishima wrote: Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.
Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ. wasn't mass ghost /snipe a thing since WoL? Only reason why raven took over is it did an even better job, easier to land key spells, maneuver and more uses like worker harass etc. Yes, mass snipe was OP early WoL until MVP showcased it against Nestea in a high visibility Blizzcon match where he evaporated Nestea's ultra/BL army. It got nerfed but was always potent, and as a high damage energy ability that does massive damage we know from history they probably still didn't abuse ghosts enough post-nerfs (probably because they found the Raven to be even more OP). LotV was interesting where snipe had more of a delay, and could be cancelled if they take damage. But ended up doing a lot of damage again, so it became volatile and thus very potent if you can get snipes off. Getting the energy refunded on cancel was a big buff too, it made having the spell cancelable a small downside to doing a lot of damage again after the WoL nerfs. The mana return on cancel for snipe was dumb, it's exactly this that makes it a rapid fired, no think spell. Before you were screwed if you did a bad snipe, but at the same time you are rewarded when doing it right. Then came the cancel upon leaving range, which makes it even more complicated, they should keep it simple but powerful. IMO, it should be the original channeled snipe, but only 7 range, and have it so dmg doesn't even cancel it. Ghost range to 7, but not the ridiculous dmg buff. Make it 2 supply, but if it needs further nerfing, then make it run slower, or bring back mobius reactor and emp researches.
For the raven, the old one was just cooler. It was a reason for me to off race as terran.
|
So is this gonna be on PTR forever and never make it to live or what? Waiting for this to drop to play some SC2 again, I have played <50 games in the last 10 years, but 8 worker sounds exciting!
|
Blizzard has to decide what it wants SC2 to be. Previous game designers like David Kim, Dustin Browder, Tim Morten lean towards a fast opening game where important conflicts and major economic decisions start in the first two minutes of the game. OR do they want a slow start like Brood War. The game can't be both.
For me, I played Brood War and when I got bored of the slow openings I played C&C. You can't make 1 game that satisfies both preferences. You're not going to capture the Brood War purists and the Red Alert 3 lovers with 1 game.
|
|
|
|
|
|