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Canada8157 Posts
Thor changes We received a lot of feedback regarding the Thor changes, especially from our Chinese community, in that this change can be seen as a nerf. We totally agree with the suggestion from the CN region to bring back the mode switch on the Thor while keeping the current, stronger numbers for the single target mode. We will make this change in the test map asap.
We also do see the feedback that the current damage buff is not enough. If this is the case, we can continue moving in small steps to continue tweaking it up as needed.
Immortal Barrier change This seems to be a solid change. Because it only affects the such short duration of the ability being up, we believe this is a solid targeted change to help reduce the effectiveness of Immortals slightly per pro player feedback.
Colossus change As expected, this one looks to be a fairly small increase in Colossus effectiveness. Because our main goal with this change is to help out non pro players slightly, while having it be a small change at the pro level, we believe we can make this move as a first step and see how it goes.
Liberator change We definitely agree with many players in that the change may have been slightly too much, so we would like to go from 4 +3light to 5+2light in tomorrow's update in order to test a softer version of this change.
Cyclone changes This change looks to be solid at the moment, and we can start publically testing this in the next version as well.
Swarm Host changes We saw a lot of mixed feedback for these changes, but our thought is that we should go forward with a change here to locate how the current role of the unit is. However, we do agree that we should move in smaller steps, so instead of reducing the cost to 150/75 in one go, we wanted to test changing it to 150/100 in tomorrow's test map.
Overall, the direction of the changes appears to be good, so let’s work on fine tuning the specific numbers so that we can aim for an update to the test map as early as tomorrow, and attempt to make a balance update to the live game towards the end of this month. Thank you.
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United Kingdom20164 Posts
We totally agree with the suggestion from the CN region to bring back the mode switch on the Thor while keeping the current, stronger numbers for the single target mode
Everybody has been suggesting this since it was removed - I've seen it posted again and again and again and again on TL, reddit and other communities. It's not clear why it was removed in the first place
We definitely agree with many players in that the change may have been slightly too much, so we would like to go from 4 +3light to 5+2light in tomorrow's update in order to test a softer version of this change.
Pretty nice. If AA is being adjusted rather than AG (lib is very good all-round unit atm) then 5+2 isn't that bad.
Since corruptors have 2 base armor, hitting for 5(-2) instead of 4(-2) means doing 1.5x more damage through the armor. That's probably the unit interaction that it affects the most.
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We are going in a better way than before
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That's good they heard the community feedback to adjust buffs/nerfs.
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On May 13 2016 06:00 Nerchio wrote: We are going in a better way than before
I second this.
I still think Swarm Hosts are kind of a lost cause, but whatever, this is the way the game needs to be tuned, I appreciate David's new approach.
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I agree with all the changes except the supply increase to cyclones.
If there is a single unit in the game that need to have its supply adjusted it is the Tempest.
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Canada8157 Posts
On May 13 2016 06:08 MockHamill wrote: I agree with all the changes except the supply increase to cyclones.
If there is a single unit in the game that need to have its supply adjusted it is the Tempest.
agreed, I never really thought about this but 4 supply sounds ridiculously low for a unit like that
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changes seem to be good. cant rly tell, how powerfull the lib AA now is. the swarm host is still a lost unit. it could cost 25/25 and still would be just a rly bad unit. i think a cost reduction isnt the right way to fix this unit..
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C'mon the Thor does not need two useless anti air attacks, just give it one solid option, or some ability to empower it's anti air functionality. Terran already have too many overlapping anti air attacks.
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Germany15630 Posts
He seems to listen more to the community which is good but I wonder why he still doesn't adress tankivacs, 4 supply tempests and 8 armor ultras which are the biggest problems in the game. Liberator range and parasitic bomb should also be adressed/removed
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what about adepts? adept harrass is also to strong imo. the shade ability doesnt punish the toss in any way, its basicly a free scout, where the opponent cant do anything about it and also provides an option to set up a rly strong harrass
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Germany15630 Posts
On May 13 2016 06:21 DalaiiLameR wrote: what about adepts? adept harrass is also to strong imo. the shade ability doesnt punish the toss in any way, its basicly a free scout, where the opponent cant do anything about it and also provides an option to set up a rly strong harrass Yeah adept harass is absurdly strong but I don't really see a way to reduce their harassment potential without making them completely useless.
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one solution would come to my mind - just take them the ability, to shade through units and it would be fine. the opponent could block the scouting, if he microes correctly and fast enough, while the shade still would be a good scout/harrass option.
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Everything right except the supply increase to cyclones and swarmhost. Increase supply to Tempest!
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United Kingdom20164 Posts
On May 13 2016 06:23 Charoisaur wrote:Show nested quote +On May 13 2016 06:21 DalaiiLameR wrote: what about adepts? adept harrass is also to strong imo. the shade ability doesnt punish the toss in any way, its basicly a free scout, where the opponent cant do anything about it and also provides an option to set up a rly strong harrass Yeah adept harass is absurdly strong but I don't really see a way to reduce their harassment potential without making them completely useless.
Adept harass is strong but that's just what happens when you have respectable t1 units.
Stimmed marine harass & zergling runbys are very dangerous too and current meta has baneling drops used very often against protoss which can kill 15 probes in 1 second if you're not looking at the minimap when speed overlord comes in.
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On May 13 2016 06:31 Cyro wrote:Show nested quote +On May 13 2016 06:23 Charoisaur wrote:On May 13 2016 06:21 DalaiiLameR wrote: what about adepts? adept harrass is also to strong imo. the shade ability doesnt punish the toss in any way, its basicly a free scout, where the opponent cant do anything about it and also provides an option to set up a rly strong harrass Yeah adept harass is absurdly strong but I don't really see a way to reduce their harassment potential without making them completely useless. Adept harass is strong but that's just what happens when you have respectable t1 units. Stimmed marine harass & zergling runbys are very dangerous too and current meta has baneling drops used very often against protoss which can kill 15 probes in 1 second if you're not looking at the minimap when speed overlord comes in.
Except stim and speed needed to make those useful are upgrades and they both get stopped by reasonable defenses at the front. Adepts are mass-able from the get-go with nearly all of their utility/capabilities.
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On May 13 2016 06:31 Cyro wrote:Show nested quote +On May 13 2016 06:23 Charoisaur wrote:On May 13 2016 06:21 DalaiiLameR wrote: what about adepts? adept harrass is also to strong imo. the shade ability doesnt punish the toss in any way, its basicly a free scout, where the opponent cant do anything about it and also provides an option to set up a rly strong harrass Yeah adept harass is absurdly strong but I don't really see a way to reduce their harassment potential without making them completely useless. Adept harass is strong but that's just what happens when you have respectable t1 units. Stimmed marine harass & zergling runbys are very dangerous too and current meta has baneling drops used very often against protoss which can kill 15 probes in 1 second if you're not looking at the minimap when speed overlord comes in.
the difference is, that toss can walloff, so its the fault of the toss, if a ling runby is succesfull (or its the laaaategame). terran also can just walloff and be safe against any early runbys (oh, and there are also tanks..).
drop defense can be difficult yes, but toss got warpin, so with good reaction, you can minimize the dmg.
zerg on the other hand is completely open to any adept harrass. its just like a cat and mouse game with lings and adepts. if you split your lings up, you wount have enough to kill ~10 adepts in a straight up fight. if you dont split up your lings, the toss shades away and thats the next problem. you never know, if he cancels the shade or not. so, do you stay at the adepts and try to kill some of them, or do you hunt the shades? in both cases, the toss can do alot of dmg, if he isnt rly dumb.
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United Kingdom20164 Posts
On May 13 2016 06:37 Rowrin wrote:Show nested quote +On May 13 2016 06:31 Cyro wrote:On May 13 2016 06:23 Charoisaur wrote:On May 13 2016 06:21 DalaiiLameR wrote: what about adepts? adept harrass is also to strong imo. the shade ability doesnt punish the toss in any way, its basicly a free scout, where the opponent cant do anything about it and also provides an option to set up a rly strong harrass Yeah adept harass is absurdly strong but I don't really see a way to reduce their harassment potential without making them completely useless. Adept harass is strong but that's just what happens when you have respectable t1 units. Stimmed marine harass & zergling runbys are very dangerous too and current meta has baneling drops used very often against protoss which can kill 15 probes in 1 second if you're not looking at the minimap when speed overlord comes in. Except stim and speed needed to make those useful are upgrades and they both get stopped by reasonable defenses at the front. Adepts are mass-able from the get-go with nearly all of their utility/capabilities.
You don't start out w/ warpgate technology and resonating glaives either. Ling speed hits before warpgate tech and stim is comparable to glaives.
Adepts without WG, prism and glaives also get stopped by reasonable defenses, just not completely 100% denied damage all of the time.
zerg on the other hand is completely open to any adept harrass. its just like a cat and mouse game with lings and adepts. if you split your lings up, you wount have enough to kill ~10 adepts in a straight up fight.
Do you mean 10 adepts like shortly after the warpgate timing with a 1gate expand into 3-4 gate pressure but no resonating glaives?
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Thor: Good thing. Could not understand why they never thought about bringing back the switch mode before. It has been suggested in all communities over all websites. Also they are right, the flat damage has to be buffed to make up for being a clunky big ass ground unit. Immortal: Its worth testing, but the numbers shouldnt be fixed before alot of testing. The immortal is very important at the moment and quite overused, either becaue of the lack of other choices or by the fact it is too strong. Colossus and Swarmhost: You have to name both togeather because: Both dont need buffes, they dont need to be fixed, they need to be cut out of the game. They did alot of damage to the game and do not have a place anywhere. Liberator: David listens!. If he listens a bit more, he will find out, that 7x2 damage with falling off splash instead of flat splash is the answer. Cyclone: David does not listen. He still thinks this unit has a place in the game. I wouldnt build it if it is for 50 minerals and no gas. And now it costs 4 supply and thus burns more of your supply then anything else. A way to fix this car is to give it flat damage and no lock-on ability, remove cost to 150-75 and 2 supply and buff the normal damage a little step. Then call it Goliath on Wheels and it is fixed.
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I like where this is going. Except the cyclone. The cyclone change looks bad. SH too.
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