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Thoughts on Beta Balance #8 - David Kim

Forum Index > Closed
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Dauntless
Profile Joined May 2010
Norway548 Posts
December 06 2012 18:12 GMT
#1
http://us.battle.net/sc2/en/forum/topic/7320452623

We decided to approach this patch from multiple angles in order to accomplish all of the goals we had in mind. We want to continue tuning Heart of the Swarm multiplayer in its current state, but we’d also like to push some of the new units to be a bit more core to the game. What’s more, we’d like to bring back a few of the older units and strategies we thought were fun.

Terran

Medivac

When we looked at various strategies and metagames throughout Wings of Liberty history, we felt that multi-directional Medivac drops were both unique and fun to watch, especially in combination with main army vs. main army plays. We aren’t seeing as much in the way of multi-pronged Medivac harass anymore, and wanted to add something fun that might help bring these Medivac tactics back to the forefront.

For this reason, we chose to give the Medivac a new speed boost ability that has a short cooldown. We want this ability to feel powerful and have a direct impact on the outcome of an engagement when it’s used. If Medivac timing issues arise in the future, we’ll probably slow it down by implementing an upgrade requirement for the speed boost, rather than nerf the strength of the ability itself.

Furthermore, we feel Terran bio compositions face many new threats in Heart of the Swarm. Constant Locust volleys from Swarm Hosts, the revamped Ultralisk, and Time Warp, in combination with splash damage, all tear through Bio units. We felt it was necessary to buff Terran infantry in the late game to account for some of these threats. As a result, we decided to change the “Caduceus Reactor” upgrade to increase the healing rate of Medivac’s by two.


Reaper

We want to encourage the use of Reapers as an early game option against Protoss. We think that in order for Reapers to be good in the TvP early game, they need enough movement speed to outrun Stalkers.

We are also hearing your feedback on how tough it is to deal with Reapers in TvT, but we’d like to really push Reapers to see their full potential before dialing back on them slightly. If Reapers need to be weaker against Marines in the future, we can reduce their bonus damage against light units.


Widow Mine

The Widow Mine wasn’t getting much mid to late game usage against Protoss, and its ability to hit cloaked units felt like a rather strange rule to have on this unit. As a result, we decided to remove this component from the Widow Mine.

In order to help Widow Mines come back into play during the later stages of the game, we gave it an upgrade to reduce burrow time. This will allow Widow Mines to be used more easily on offense when combined with either mech or bio based armies.


Thor

With units like Tempests, Brood Lords, and the revamped Void Ray, we felt that Factory units could use a more standard anti air attack. As such, we’ve given the Thor a new weapon that can be swapped with its anti-light, AoE weapon when it may be more useful for a particular situation.

Due to the weapon change mentioned above, we expect players will mass Thors more often in Heart of the Swarm. As a result, we’ve given the Thor a few more size/radius changes in order to prevent too many units from hiding behind them.


Raven

After exploring a range of options for the Raven’s Seeker Missile ability, we settled on a high-damage, single target version that will be good against large units. Brood Lords are quite powerful, Thors received buffs with this patch, Ultralisks are stronger than ever, and Colossi have always been a threat. As a result, we feel there are enough suitable targets to justify this change to Seeker Missile. Please check out this ability in game and let us know how it’s working in combination with different Terran unit compositions in Heart of the Swarm.


Hellbat

We wanted to buff Hellbats against Zealots without affecting ranged units too much. We decided to keep the Hellbat’s splash range the same, but feel the improved attack radius against melee units is a solid choice.


Armory upgrades

We wanted to encourage Terran mech play with this patch, and feel that we’re giving mech armies a huge buff by combining the Armory’s air and ground upgrades. As a side effect, these changes will also greatly benefit Terran air compositions. Initially, we want to try this change to see how it affects the game. We think it will be fun seeing Banshees and Battlecruisers become viable in the late game for Terran players.


Protoss

Mothership

Vortex has received a massive nerf with this patch. We don’t really like seeing Motherships in every PvZ game because the results are always all or nothing. You Vortex perfectly and win, or Vortex fails and you lose. We feel that it’s not a good thing for a single ability to have such a huge impact on the game.

We want other units, such as the Tempest, to take the place of the Mothership when combating Brood Lord and Infestor compositions. If necessary, Tempests can be buffed against Massive units to make this possible.


Oracle

We heard your feedback that players want to harass workers with the Oracle. We also felt that Oracle’s structure attack overlapped too much with our new direction for the Void Ray. For these reasons, we decided to go with an activated attack that is good against workers, but drains the Oracle’s energy. We feel this energy-based attack will help differentiate the Oracle from other air units that are effective against worker lines. With enough energy available, it will be possible to deal a lot of damage very quickly to an unprepared opponent.


Phoenix

We decided to increase the base attack range of the Phoenix to five in order to help Protoss players deal with the Mutalisk buffs in this patch. The Anion Pulse-Crystals upgrade still increases Phoenix range by two.


Dark Shrine cost reduction

We wanted the Dark Shrine to feel like a more desirable tech option for players. By reducing the cost of the Dark Shrine, Dark Templar can be utilized in more late game scenarios.


Tempest

We felt Tempests were countering too many late game tech options, and wanted to point Tempests more toward units like Colossi and Brood Lords. These Tempest weapon changes give us the freedom to increase damage as necessary to make sure those units are dealt with appropriately in Heart of the Swarm.


Void Ray

We felt that giving players control over the Void Ray’s charge up ability will make this unit a more appealing tech choice, and incentivize opponents to back away until the charge wears off. We’ve also aimed for damage numbers that will help Void Rays beat most armored units for cost.


Zerg

Hydralisk

We felt that moving the Hydralisk speed upgrade to Lair tech would help Zerg players deal with new more effectively, especially when buffs to Protoss air units, heavy Infestor nerfs, and the need for an earlier six range counter to Widow Mines are taken into consideration.


Mutalisk

We felt some of the most fun plays for Zerg came in the form of Mutalisk-based board control, and wanted to encourage more of these tactics. We’ll continue exploring other options, because we’re not completely sure the speed buff in this patch is enough.


Swarm host

We felt a buff to the Swarm Host was necessary now that both Protoss and Terran air compositions are a lot stronger. The reason we went with a health buff is to allow easier repositioning of Swarm Hosts between Locust spawns. We think this type of positional play is one of the most fun ways to use Swarm Hosts, and wanted to promote more of it.


Infestor

For Heart of the Swarm, we want to push players to mass units like Hydralisks, Mutalisks, Swarm Hosts, or Ultralisks, rather than the Infestor. As such, we’ve heavily nerfed the Infestor to make it less core to the Zerg army.


Ultralisk

We wanted to make the Ultralisk much more deadly against ground units in Heart of the Swarm, and feel the damage buff in this patch accomplishes that goal. However, if this change isn’t enough to make Ultralisks awesome in the late game, we are prepared to make additional changes.

Burrow charge was cut because we believe it’s better for the Ultralisk to be an all-around powerful ground threat, than a teleporting anti armored unit.
Viper

We made a minor tweak to Viper health in order to give it more survivability. Our next step with this caster unit is to evaluate its abilities to make sure they are powerful enough, if they aren’t already.
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 06 2012 18:14 GMT
#2
They made a new WOL, with reapers, crazy drops, forced airplay, etc. I like it and glad that they're now started buff everything around instead nerfing.
MrHavix
Profile Joined June 2010
United States53 Posts
December 06 2012 18:21 GMT
#3
I can't respond to the whiners on the beta forum, but I hope others will make sure to discourage further hypocrisy. Talk about baseless feedback: there are too many variables to make logical conclusions about any of it, and no one has remotely enough experience to say anything other than "thanks for your continued tweaks and the opportunity to test them."
RinconH
Profile Joined April 2010
United States512 Posts
December 06 2012 18:26 GMT
#4
On December 07 2012 03:21 MrHavix wrote:
I can't respond to the whiners on the beta forum, but I hope others will make sure to discourage further hypocrisy. Talk about baseless feedback: there are too many variables to make logical conclusions about any of it, and no one has remotely enough experience to say anything other than "thanks for your continued tweaks and the opportunity to test them."



Agreed, with this many changes it would take months to fully figure out the total ramifications
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
December 06 2012 18:28 GMT
#5
I have a Beta key but have only used it once as I am Terran and HoTS sucks for T. Now I am really enthused to try again this weekend. Great changes all round, but no love for the core unit of Mech play, and my personal favourite, the Siege Tank
sitromit
Profile Joined June 2011
7051 Posts
Last Edited: 2012-12-06 18:31:47
December 06 2012 18:31 GMT
#6


Mutalisk

We felt some of the most fun plays for Zerg came in the form of Mutalisk-based board control, and wanted to encourage more of these tactics.

Phoenix

We decided to increase the base attack range of the Phoenix to five in order to help Protoss players deal with the Mutalisk buffs in this patch. The Anion Pulse-Crystals upgrade still increases Phoenix range by two.



In other words:

"We buffed the Mutalisk, because we thought it wasn't being used enough and we wanted to encourage its use, then we buffed its counter, to discourage its use."
Crawdad
Profile Joined September 2012
614 Posts
Last Edited: 2012-12-06 18:35:40
December 06 2012 18:35 GMT
#7
Wow,

David Kim understands the game better than I thought...
MotorDouglas
Profile Joined March 2011
Brazil66 Posts
December 06 2012 18:35 GMT
#8
i like how they are being more ambitious with HotS instead of tip-toeing around the problems the game had.
and i'm already having nightmares about widow mine drops T-T
i can't come up with something witty to put here (╯°□°)╯︵ ┻━┻
HardCorey
Profile Blog Joined May 2010
United States709 Posts
December 06 2012 18:35 GMT
#9
"We wanted the Dark Shrine to feel like a more desirable tech option for players. By reducing the cost of the Dark Shrine, Dark Templar can be utilized in more late game scenarios"

Im not sure I understand this logic. Late game 150gad wouldnt have made as much of a difference. This really just helps DTs get out earlier. Terran is gonna have an annoying time against DTs and Cloak Banshees again now as well with widow mine nerf. I think my favorite thing about the widow mine was not having to worry about cloak banshees in TvT haha
Don't Worry, Be Happy.
WombaT
Profile Blog Joined May 2010
Northern Ireland26629 Posts
December 06 2012 18:39 GMT
#10
David Kim does understand the game, I don't think I've ever disputed that

I just don't get how adding a shitload of cool ideas simultaneously will work. How do you figure out what are good changes and what aren't if you do it all at once?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 06 2012 18:39 GMT
#11
On December 07 2012 03:31 sitromit wrote:
Show nested quote +


Mutalisk

We felt some of the most fun plays for Zerg came in the form of Mutalisk-based board control, and wanted to encourage more of these tactics.

Phoenix

We decided to increase the base attack range of the Phoenix to five in order to help Protoss players deal with the Mutalisk buffs in this patch. The Anion Pulse-Crystals upgrade still increases Phoenix range by two.



In other words:

"We buffed the Mutalisk, because we thought it wasn't being used enough and we wanted to encourage its use, then we buffed its counter, to discourage its use."

They're trying to make game more dynamic and a bit quicker. Mutas can now reach medivacs, phoenixes now counter mass-mutalisks better, etc etc
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
December 06 2012 18:41 GMT
#12
Already a thread on this... search (or even look at the top threads...) before opening a topic.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
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