Next Balance Test Map Changes - May 6 - Page 2
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Dangermousecatdog
United Kingdom7084 Posts
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feanaro
United States123 Posts
Collossus: not the correct change. I agree the collosus could use a buff, but a flat dps increase isn't it. A (small) damage buff vs light, possibly accompanied by a slight reduction in base damage, on the other hand, would be nice, and help differentiate it from the immortal. Maybe something like 10 (+5 light) would work. Currently both units suffer from being too good all-round and so end up either overpowered (LotV immortal, HotS collossus) or hardly ever used (LotV collossus). Also: a small cost/time reduction for thermal lance research would also help in getting out effective collosus-based compositions quick enough to defend timings. Right now I see no reason why thermal lance should be a 200/200(100 sec) upgrade. Immortal: Changing the immortal to be weaker overall will definitely help. An immortal more focused vs roaches and lurkers will help strategic diversity, provided there is a way deal with compositions that the immortal currently counters(ling/hydra/bane timings come to mind). Seeing collossi deal with ling/bane/hydras while immortals are refocused to counter roaches/lurkers would be a nice way to add a little variety to the midgame vs zerg. Phoenix openings aren't dying anytime soon, since ling, and more recently baneling drops are very difficult to deal with otherwise (oracle into a few void rays set on patrol is pretty much the only other option). The only way to diversify the midgame is to allow for compositions which are not immortal-based to be viable. | ||
ejozl
Denmark3301 Posts
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ihatevideogames
570 Posts
Just remove the damn lock on and buff range and stats, is it so hard? Why can't terrans we have a decent, non-gimmicky anti air unit? | ||
Shield
Bulgaria4824 Posts
On May 07 2016 06:28 ihatevideogames wrote: Oh boy. I knew it, they're not really gonna try to fix to give a proper ground vs air unit, they're gonna try as hard as they can to keep their gimmicky cyclone in the game. Just remove the damn lock on and buff range and stats, is it so hard? Why can't terrans we have a decent, non-gimmicky anti air unit? You already have decent anti-air units. Marines, widow mines and vikings. Thor is just a bonus. How many options does protoss have vs mutas and how many of them are mobile? Only stalkers, which actually lose to mutas, and phoenixes. Archons are good if mobility isn't a requirement and if zerg doesn't use vipers to mess up with their attack. | ||
ellenpageplss
6 Posts
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huller20
United States112 Posts
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[PkF] Wire
France24192 Posts
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Cyro
United Kingdom20263 Posts
On May 07 2016 02:31 blade55555 wrote: Colossus buff huh, sounds horrible . Colossus is a pretty bad unit atm. It still has the full cost of WOL and HOTS in minerals, gas, tech and supply but it does about 1.5x less damage when you have +3 attack and the opponent has +3 armor. On May 07 2016 06:26 ejozl wrote: I cannot really get behind the Protoss changes, both heavily removes a lot of the needed skill to play with and against the race. We had design changes with the specific goal of making some other stuff easier to play recently. Protoss is quite far from the easiest race at the moment judging by the gameplay and the extremely poor representation (other races 1.5 - 2x more common at master and diamond level) | ||
epi
Canada115 Posts
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Ej_
47656 Posts
On May 07 2016 07:35 Cyro wrote: Colossus is a pretty bad unit atm. It still has the full cost of WOL and HOTS in minerals, gas, tech and supply but it does about 1.5x less damage when you have +3 attack and the opponent has +3 armor. We had design changes with the specific goal of making some other stuff easier to play recently. Protoss is quite far from the easiest race at the moment judging by the gameplay and the extremely poor representation (other races 1.5 - 2x more common at master and diamond level) but collossus is also a terribly designed unit and it was better for the game when it was effectively gone | ||
adnap2
France26 Posts
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FabledIntegral
United States9232 Posts
The part I can't stand about TvZ is the fact Terran MUST make liberators vs the Ultras. Now you're nerfing them vs Armor? Why not just marginally reduce their overall damage to something like +75. Increase the tank damage and nerf the RoF (would also help a lot TvP as what matters is the initial shots fired). Why can't we just reduce the amount of armor Chitinous plating gives to +3, and make Marauders back like they were in WoL/HoTS? Would still be a substantial nerf to marines from how they fared vs ultras in HoTS. And increase cyclone supply cost? They're already only good in small numbers (if that), you want to make them even less viable in larger army scenarios? Why not just make Immortal back to how they were in WoL/HotS as well? I wouldn't mind a colossi in between HoTS and LotV, but the tone down was appreciated. | ||
seemsgood
5527 Posts
I hope this buff will help terran against protoss's bullshit.And maybe terran can open with different build. Thor and liberator change are very good in term of design.If anything wrong,just tweak number.But i want to see it in action first,rather than theorycraft and conclude it doesnt work. Immortal nerf is needed. Not because balance but because zerg players don't use lurker anymore. I think with colossus buffed,protoss can go colussus/sentry/archon for L/B/hydra and PICA for lurker/hydra.Unit diversity in this matchup is somehow solved. | ||
StarscreamG1
Portugal1652 Posts
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stilt
France2714 Posts
Or buff on the mine? (and maybe a slightly nerf of liberators AA Attack against light by 1 as I don't like the unit) The immortal is extremely strong against zerg but in mid game, Toss seems to have some difficulties against terrans even if as a no T or P players, the early and late game seems to heavely favor the protoss race, in fact, a WP nerf seems a better idea, I feel like it is more coherent. The colossus and SH proposition are awful propositions, this is at least, the only part in which I am 100% sure. | ||
washikie
United States752 Posts
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Aiobhill
Germany283 Posts
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Skyro
United States1823 Posts
That said I think one of the holes Protoss' army is AoE +light damage, so the above poster's idea of +light damage would be at least make the unit more strategically interesting while also discouraging mass colossus strategies, especially since it comes from the same production building as the primary anti-armored unit. | ||
sagefreke
United States241 Posts
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