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Katowice25012 Posts
From the Blizzard blog. Making a new thread to restart the discussion since the discussed balance change is now live, and to keep it to this and not the oracle changes or whatever.
Heart of the Swarm Balance Update – May 13, 2013![[image loading]](http://bnetcmsus-a.akamaihd.net/cms/blog_header/OR2KZ0XB6KT11316122710184.jpg) A little over a week ago, we requested your help in testing a few proposed balance tweaks for StarCraft II: Heart of the Swarm by playing with each change on our new Balance Test Map. After reviewing your thoughts, gathering pro player feedback, examining ladder stats, and watching lots of tournament matches, we're ready to move forward with a balance update. Today, we’ll be implementing the following balance change for StarCraft II: Heart of the Swarm multiplayer: Zerg- Spore Crawler damage increased from 15 + 15 vs. biological to 15 + 30 vs. biological
If you'd like to read more on the reasoning behind this change, feel free to check out David Kim's recent forum post, in which he provided his team's thoughts on StarCraft II balance after reviewing test map results and feedback.
As always, thank you for play testing the changes we proposed with the most recent Balance Test Map. The extensive testing and quality of feedback you've provided have allowed us to make this call, and we look forward to sharing more of our thoughts on StarCraft II balance with you in the future.
Poll: Final thoughts on the change?Approve (1355) 65% Neutral-prove (381) 18% Disapprove (334) 16% 2070 total votes Your vote: Final thoughts on the change? (Vote): Approve (Vote): Disapprove (Vote): Neutral-prove
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I'm not a Zerg player, but I would guess that this update makes it slightly harder for Hatches to get insta-sniped in ZvZ.
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Appears to be a pretty simple patch!
Should work, a little buff.
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I think hellbat was an obvious nerf that Blizzard omitted. There's no question it will be nerfed at some point. Apart from that it's probably good that they're waiting it out.
But I give it 6 months before the novelty value of HotS dies off and people start to get really really tired of camp fests again (especially ZvP).
There's a level of tolerance now that won't be there towards the second half of HotS life cycle. ZvZ change is positive.
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Katowice25012 Posts
I'm down for anything that increases the number of viable strategies so if it makes gameplay more diverse, then good job.
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My only concern is that it will end up in a three base turtle into mass muta and just one shot the spores so doesnt metter how much damage they do if they never fire.
Separately i do think this will allow for enough defense to not die to mutas instantly and maybe move into hydra infestor? Or even turtle very hard to super fast ultras?
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On May 14 2013 09:34 heyoka wrote: I'm down for anything that increases the number of viable strategies so if it makes gameplay more diverse, then good job.
Just letting you know, that the link you provided in the closed thread, only leads back to itself, instead of this thread.
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I don't think it will really affect large amounts of mutas, but I guess it will discourage it a little.
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Cooldown = 0.8608 Dmg = 45 That's 52 dps. Jesus christ, that ought to send a message.
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Katowice25012 Posts
On May 14 2013 09:36 TheRealArtemis wrote:Show nested quote +On May 14 2013 09:34 heyoka wrote: I'm down for anything that increases the number of viable strategies so if it makes gameplay more diverse, then good job. Just letting you know, that the link you provided in the closed thread, only leads back to itself, instead of this thread.
Curses.
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I don't think static defense was the answer people needed to muta's :p I would have liked to see some sort of hydra anti air buff or even a corrupter change, but I guess they don't want to touch the non mirror matchups
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Well, at least we might see more versatility in the zvz ... hope so ....
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On May 14 2013 09:34 heyoka wrote: I'm down for anything that increases the number of viable strategies so if it makes gameplay more diverse, then good job. So you cool if Blizzard added 50 new units to each race? :p
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More and more zergs are starting to develop ways to get past the muta problem... I really expect ZvZ in a years time to be a massive swarm host+hydra fest.
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On May 14 2013 09:36 Siwelcela wrote: My only concern is that it will end up in a three base turtle into mass muta and just one shot the spores so doesnt metter how much damage they do if they never fire.
Separately i do think this will allow for enough defense to not die to mutas instantly and maybe move into hydra infestor? Or even turtle very hard to super fast ultras?
Well until they get 3 base Muta, they will not be able to harass you with the new Spore Crawlers. That will give you time to build up your army of Infestors/Hydras.
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The patch isn't a solution to how ZVZ is still an awful volatile match up and I don't see people radically altering how they play as a result.
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Good changes. It will be easier for non muta players to defend and choose a different tech path now.
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Won't change much, muta ling blings still rape any hydra play. If anything this will only make it more turtle, zergs will still all go muta play.
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On May 14 2013 09:34 heyoka wrote: I'm down for anything that increases the number of viable strategies so if it makes gameplay more diverse, then good job.
Hehe until zvz turns into mass infestor/swarmhost/broodlord battles then you might think differently .
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I would like to see an overall damage buff to spore to a flat 45 damage vs all since Zerg has no viable Anti-Air late game vs Terran or Toss... Hydras die to easy and Curropters just arent stronk enuf to deal with carriers/Tempest or Ravens. or maybe a Range increase instead of a damage increase. And Hellbats... But this is still "New" Game so i think the slow approach is good for now... Next month they need to actually start looking at Terran's Hellbats, SpeedVac and Widowmine... I hope. And maybe a slight decrease in the DPS of Locus of the SH.
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