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After basically everyone complaining about the recent balance suggestions by blizzard, I tried to think how it would be possible to completly rebalance the game. I came up with a lot of ideas, some might be over the top, but maybe there is something to it. Goal was not only to rebalance the game, but to create new opportunities for strategy and probably make the game more interesting to viewers again.
So here we go! Please view the suggested changes in context with the other changes posted.
Terran
SCV 45 HP → 50 HP (Oracles 3 shot SCVs now*)
Ghost Snipe: 25 (+25 vs psionic) → 35 (+15 vs psionic)
Thor Armor 1 (+1) → 2 (+1)
Reactor Tech Lab 100min/50gas/60seconds Can build Techlab units 2 at a time in all facilities. Can be upgraded from Techlab for 50/25/50seconds Can be upgraded from Reactor for 50/0/25seconds Unlocks: Barracks → Regenerative Genes. 150/150/140seconds All biological units passivly heal 1HP / 2 seconds Factory → Aftershot. 100/100/110seconds Tank shots have a second damage instance, dealing 10 damage in the same radius to all units. (Immortal shields burn down twice as fast, general damage buff to all)
Engineering Bay Building Armor now includes the Neosteel Frame upgrade. (Bunkers +2 size, CC / PF +5 size) Neosteel Frame is removed from the game. 150min/150gas/140sec → 150/150/110.
Factory Transformation Servos upgrade removed. Hellions and Hellbats can switch mode automatically now after building an armory.
Starport Caduceus Reactor (Medivac Energy) 100/100/80 → 50/50/60sec Durable Materials (PDD / Turrent duration) 150/150/110 → 50/50/60sec
Protoss
Oracle Pulsar Beam 15 (+10 vs light) → 14 (+10 vs light) Energy Cost: 25 (+1,4 per second) → 25 (+1.6 per second) (*Oracles 3 shot SCVs now) Envision Moved to Mothership Core. Revelation Duration: 60 seconds → 40 seconds Reveals cloaked and burrows units now.
Carrier Rebuilding Interceptors is now for free. Speed: 1.875 → 2
Tempest 30(+3) [+50(+2) vs. Massive] → 40(+4) [+40(+2) vs Massive]
Mothership Core Photon Overcharge Duration: 60sec → 45sec Range: 10 → 9 Time Warp Moved to Sentry. Forcefield 75 Energy Barrier that lasts 15 seconds. Twice as long but 50% narrower than the old forcefield Gains the Envision ability from the Oracle.
Mothership Gains the Envision ability from the Oracle. Gets Forcefield instead of Time Warp just like the Mothership Core. Recharge 100 Energy Recharges the shields of all units in 7 range (= Mass Recall range)
Observer 25/75/30sec → 25/50/30sec
Sentry Forcefield Moved to Mothership Core Time Warp 50 Energy Creates a temporal field that slows all ground units’ movement speed by 40% (old: 50%). The size of the field as as small as the old Sentry Forcefield.
Stalker Blink: Cooldown 10sec → 12sec
High Templar Storm Range 9 → 8
Templar Archives Khaydarin Amulet 150/150/110seconds Gives High Templar 25 more starting energy.
Fleet Beacon 300/200/60seconds → 200/150/60seconds Anion Pulse 150/150/90sec → 100/100/80sec
Zerg
Hydralisk 80 HP, Armor 0 (+1) → 85 HP, Armor 1 (+1) Muscular Augments 150/150/100sec → 100/100/80sec
Ultralisk Armor 1 (+1 / +2 from Chitinous Plating) → 2 (+1 / +2)
Infestor Neural Parasite Range 7 → 8 Fungal Growth: 30 dmg → 35 dmg (+5 to armored)
Corruptor Attack cooldown 1.9sec → 1.6 sec [DPS 7.4(+0.5) → ~ 9.5 (+0.67)] Corruption 20% more dmg → 30% more dmg
Queen Transfusion Heals 125 HP → 100 HP
Overseer 50/50/17sec → 50/25/9sec
Lair Ventral Sacs 200/200/130sec → 100/100/110sec Pneumatized Carapace 100/100/60sec → 100/100/40sec
Nydus Worm 100/100/20sec → 50/50/20sec 200 HP → 275 HP
Nydus Network 150/200/50sec → 150/100/50sec
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these are pretty good proposals :O i think the blizzard balance team should consider most of these changes.
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45 HP → 50 HP (Oracles 3 shot SCVs now*)
Just make the oracles do less damage to the scv unit types, rather than making scvs stronger than the Protoss or Zerg workers. Bitbybit all-ins are already good enough without even tankier workers
Forcefield Moved to Mothership Core
lol?
High Templar Storm Range 9 → 8
Already less range than ghosts; does it really have to be worse?
I'm good with pretty much all others
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the sentry/mothercore thing is just an idea to make the game a bit more dynamic, not sure how it would turn out. the cahnges would work not chaning those as well i guess.
i just like the idea of buffing the weak parts of all races.
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Your proposed changes are that if Protoss save up their energy they can have one Forcefield? If you force Protoss to Photon Overcharge they instead get half a Forcefield.
So basically you're removing Forcefield from the game and replacing it with Forcefield sized Time Warps without touching Gateway units (except to nerf blink) and you're "not sure how it would turn out"?
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sorry but I disagree with most of the change lol especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle
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On January 25 2014 13:31 ETisME wrote: sorry but I disagree with most of the change lol especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle
P and Z cant build 12 HTs or infestors?^^ keep in mind a lot would change for the other races, too.
for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing
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On January 25 2014 13:38 KalWarkov wrote:Show nested quote +On January 25 2014 13:31 ETisME wrote: sorry but I disagree with most of the change lol especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle P and Z cant build 12 HTs or infestors?^^ keep in mind a lot would change for the other races, too. for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing and you should ask yourself how is the game balanced throughout most of the SC2 release history without needing to build that many ghosts per production cycle, as opposed to why P and Z need to get a brunch of their spell casters
TvP is already so focused on the perfect balance between ghost emp/snipe and HT's storm. there is no reason to make it even more volatile than what it is now.
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On January 25 2014 13:38 KalWarkov wrote:Show nested quote +On January 25 2014 13:31 ETisME wrote: sorry but I disagree with most of the change lol especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle P and Z cant build 12 HTs or infestors?^^ keep in mind a lot would change for the other races, too. for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing
Your proposed Ghosts right-click for 35 damage. High Templar and Infestors right-click for 0.35 move speed.
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On January 25 2014 14:02 Lachrymose wrote:Show nested quote +On January 25 2014 13:38 KalWarkov wrote:On January 25 2014 13:31 ETisME wrote: sorry but I disagree with most of the change lol especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle P and Z cant build 12 HTs or infestors?^^ keep in mind a lot would change for the other races, too. for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing Your proposed Ghosts right-click for 35 damage. High Templar and Infestors right-click for 0.35 move speed.
how about reading? the spell SNIPE would get buffed from 25 to 35 dmg. it was at 45 dmg vs all in WoL.
if you have no clue about the game and are unable to read, plz dont comment.
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On January 25 2014 13:45 ETisME wrote:Show nested quote +On January 25 2014 13:38 KalWarkov wrote:On January 25 2014 13:31 ETisME wrote: sorry but I disagree with most of the change lol especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle P and Z cant build 12 HTs or infestors?^^ keep in mind a lot would change for the other races, too. for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing and you should ask yourself how is the game balanced throughout most of the SC2 release history without needing to build that many ghosts per production cycle, as opposed to why P and Z need to get a brunch of their spell casters TvP is already so focused on the perfect balance between ghost emp/snipe and HT's storm. there is no reason to make it even more volatile than what it is now.
TvP is focused on ghost v HT in very lategame situations. And there might be a perfect balance between them. BUT: usually, the terrans die before that nowadays.
you have to see the context of my changes. TvP is very hard for terran right now cuz it is hard for them to transition from MMM 200/200 with 3-4 ghosts into a more ghostheavy play, while P usually has up to 10 templars with their first max. them being able to reproduce ghosts and marauders faster is just making it more even (in case it would be standard P v Bio which i doubt with those changes).
notice that P air would get more viable. P would still have an earlygame advantage. Mech would be more viable, too. Khaldarian Amulet would be in the game again. The matchup might completly change.
Please give some constructive critizism without balance whine - and do your reasearch before you post.
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On January 25 2014 15:42 KalWarkov wrote:Show nested quote +On January 25 2014 14:02 Lachrymose wrote:On January 25 2014 13:38 KalWarkov wrote:On January 25 2014 13:31 ETisME wrote: sorry but I disagree with most of the change lol especially the reactor tech lab barracks, I don't think you know how OP it would be to be able to build 8+ ghost per production cycle P and Z cant build 12 HTs or infestors?^^ keep in mind a lot would change for the other races, too. for instance, you have amulet. ultras would be stronger, so would infestors and hydras be. ofc this would need lots of testing Your proposed Ghosts right-click for 35 damage. High Templar and Infestors right-click for 0.35 move speed. how about reading? the spell SNIPE would get buffed from 25 to 35 dmg. it was at 45 dmg vs all in WoL. if you have no clue about the game and are unable to read, plz dont comment.
Do you think the other races' spellcasters literally move at 0.35 movespeed? It was obviously a joke. The fact you think your question is serious is really weird.
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You just made terran so broken lol
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just need proper ghosts back
also khaydarin amulett literally makes tvp unwinnable
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I would very appreciate if protoss get a new spell (or unit) that can compensate FF.
Generally Lategame is the biggest problem to watch. TvP, it is way too focussed on HT vs Ghost. It need definitively a other way to fight than that one-man vs one-man show. ZvP, mostly very boring because it looks like it is extremely artificially extended. It doesnt matter if swarmhost or bl-c-inf combo or sky-aiur. Generally such 2sec fights has to be stopped.
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Hydralisk 80 HP, Armor 0 (+1) → 85 HP, Armor 1 (+1) I think you should choose between 5 more hp or the 1 starting armor, not both (hydra rush will be insane with those 2 together)
Ultralisk Armor 1 (+1 / +2 from Chitinous Plating) → 2 (+1 / +2) Big no-no, 7 armor on a unit isnt something reasonable, a swift tech switch to ultra after muta ling play will make it impossible to defeat. I dont understand the force field size, now its a ~3x3 area, what is "narrower"? The techlab/reactor fusion feels to me really strong, I dont feel like it is a good thing to add, 1 factory making x2 thors? Its better to make it so you have a limited range of units to be built out of it (upgrading it on a factory lets you build x2 tanks but not thors, on a barracks it lets you build x2 muraders but not ghosts) or scraping that idea. The 1hp/2sec regen for bio should come with a medivac nerf. The hellbat/helion upgrade was added to stop super early rushes with mass hellbat, it was like that at the start of the hots beta and was so hard to stop that the upgrade was added, maybe moving the upgrade to the armory should be the right thing, not removing it. dont nerf casting range on storm, make the AoE it has smaller if you wish, you need to have the range similar to ghosts and infestors. Everything else looks like really positive changes, Blizzard should hire you.
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Buff the shit out of Terran and nerf the shit out of Protoss - such a unique perspective!
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terran is probably a bit too strong doing this, even with the other races being buffed.
but guess what - one could acutally make a map with those changes implemented, test it and rethink some changes. ppl seem to think that reactor techlab would be imbalanced, but to be hoenst, a 2nd factory with techlab isnt that much more expensive / doesnt need way longer to build. Also, losing one of those (still 400HP) addons hurts way more.
the forcefield wouldnt be 2x2 (as it is now) or 3x3, it would be 4x1 or 3x1
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On January 25 2014 19:07 teddyoojo wrote: just need proper ghosts back
also khaydarin amulett literally makes tvp unwinnable ya because terrans NEVER EVER won a tvp game EVER when khaydarin amulet existed
this is like an entirely different game..
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I actually like more than half of these suggestions. However, I'd like to address a few in particular.
On January 25 2014 08:39 KalWarkov wrote: Hydralisk 80 HP, Armor 0 (+1) → 85 HP, Armor 1 (+1) Muscular Augments 150/150/100sec → 100/100/80sec While these would be good balance changes to the current game, I think it's the wrong patch philosophy for the Hydra in the longterm. I think it would be healthier for the viewership to see them cheaper and less supply, in exchange for lower DPS, particularly versus light. Then it would encourage lower DPS density, larger numbers of total units, and longer battles with more micro potential.
Reactor Tech Lab 100min/50gas/60seconds Can build Techlab units 2 at a time in all facilities. Can be upgraded from Techlab for 50/25/50seconds Can be upgraded from Reactor for 50/0/25seconds
I agree that Terran needs a better way of reinforcing its lategame front-lines. However, this doesn't sufficiently account for the potency of certain units that already produce quick enough as it is. My counter proposal for how a reactor-techlab add-on would function is that it would first decrease the build-time of any unit it's producing by half. It would then add an additional 15 seconds of build-time to that unit. This would not greatly increase the speed of producing ghosts or siege tanks, it would help quite a bit with thors, ravens, and with BCs.
Ghost Snipe: 25 (+25 vs psionic) → 35 (+15 vs psionic)
If it's changed back to 45 damage (or 50, if preferred), but simply cannot target massive units, all the problems with this spell are taken care of, and ghosts are still awesome as an unexpected opener.
Carrier Rebuilding Interceptors is now for free. Speed: 1.875 → 2
This seems really against the spirit of Protoss. An alternate change would be just to have Carriers spawn with full interceptors, rather than replacing them being free. Also, instead of making them faster, bump up their default armor from 2 to 4, as it was in BW. I wouldn't mind increasing their interceptor range and leash range from 8 and 12 to 10 and 14, respectively. This increases the emphasis of using them at range to score damage that is not returned to the carrier, but merely its (somewhat) cheap interceptors.
Mothership Core Photon Overcharge Duration: 60sec → 45sec Range: 10 → 9 Time Warp Moved to Sentry. Forcefield 75 Energy Barrier that lasts 15 seconds. Twice as long but 50% narrower than the old forcefield Gains the Envision ability from the Oracle.
I absolutely adore this method of de-emphasizing huge forcefield usage in the early and midgame, but you really need to couple this with buffs to some gateway units, particularly the zealot's health and the stalker's DPS. Furthermore, it just seems really excessive to have only one FF-casting unit allowed to the player, and not let them have multiple armies in different locations that have access to this highly-versatile spell. If you'd make this change, I think making mothership cores having a soft-cap of one per nexus would be an ideal change. With only two FFs per MSC, I don't think that would make FFs get out of control anytime soon.
Queen Transfusion Heals 125 HP → 100 HP
This would have to come with a decrease in the energy needs of transfuse, or some other way of keeping transfuse a highly-valuable skills that is worth keeping queens around for. One idea would be to give it 100 + 50 on buildings.
Corruptor Attack cooldown 1.9sec → 1.6 sec [DPS 7.4(+0.5) → ~ 9.5 (+0.67)] Corruption 20% more dmg → 30% more dmg
Bump up corruption to 40%, and you can not only skip the DPS buff, you can even remove their hideously poorly-designed bonus against massive units. That way, their ability to focus down collosi and to counter BCs and carriers is wholly dependent on the player's ability to cast corruption on the right units in the heat of battle.
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