Blizzard's Potential Balance Test Map Changes - Page 2
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Godwrath
Spain10091 Posts
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acrimoneyius
United States983 Posts
For instance, widow mines reaction time being a few milliseconds faster would benefit the person against widow mines based on sending units forward to activate them. Also, little disappointed with TvP remaining relatively unchanged. Mech may need more experimentation, but almost every protoss unit still dominates the siege tank. | ||
Ecstatic
United States160 Posts
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Champi
1422 Posts
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caradoc
Canada3022 Posts
Mutas will still be powerful for map control and will be decent at harass but they won't be the absolute offensive go-to in the matchup they are now. It's a really interesting change. Oracle change seems good as well, though they do get shut down by static defense. | ||
AgentW
United States7725 Posts
Oracle one is slightly negative, in my opinion. I think three gate and with proxy oracle versus Terran would just be silly good if unscouted, but I'm all for giving it a try on test maps. Burrow would be neat, especially fast burrowed banelings (would be kind of cheesy). Could see some cool cheeses and early game shenanigans coming out of it. | ||
Shodaa
Canada404 Posts
I like the burrow change tho, more early game variety for zerg is nice :D | ||
AnomalySC2
United States2073 Posts
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GenesisX
Canada4267 Posts
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-Kyo-
Japan1926 Posts
Probably the fact that this does not address the issues most players have been speaking about. TvZ, Medivacs, PvZ lategame etc. I play protoss and I'll be the first to tell you: If I max and am just sitting on 4 base banking money you're more than likely going to lose sooner or later as the zerg. It's pretty awful. Burrow sounds interesting, though I don't really see the point. I think it may produce some nice gimmick plays for a short while but they'll just be fringe status/not part of main builds. Oracle buff??? Why??? .... I don't even understand that one :/ Well, hopefully they decide to take the majority of all pro gamers opinions and look into the things I noted at the top... Especially considering people have been saying the same things since beta and they've not been addressed yet... @_@;; | ||
ejozl
Denmark3170 Posts
This is overall good, still there are some units that I currently think are too strong. | ||
Emzeeshady
Canada4203 Posts
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ETisME
12083 Posts
Nothing on terran drop only style which is disappointing | ||
Tuczniak
1561 Posts
On April 23 2013 09:45 Archas wrote: Everyone thinks something different. But probably hellbats in all matchups. ZvT overall, it's hard to point out specific unit. Protoss air vs zerg AA. Bunker! I just wish they would said they are looking at that.Like what? I'm not as informed as I'd like to be on the state of balance... what exactly needs to be looked at? | ||
RogerChillingworth
2705 Posts
On April 23 2013 10:04 -Kyo- wrote: Probably the fact that this does not address the issues most players have been speaking about. TvZ, Medivacs, PvZ lategame etc. I play protoss and I'll be the first to tell you: If I max and am just sitting on 4 base banking money you're more than likely going to lose sooner or later as the zerg. It's pretty awful. Burrow sounds interesting, though I don't really see the point. I think it may produce some nice gimmick plays for a short while but they'll just be fringe status/not part of main builds. Oracle buff??? Why??? .... I don't even understand that one :/ Well, hopefully they decide to take the majority of all pro gamers opinions and look into the things I noted at the top... Especially considering people have been saying the same things since beta and they've not been addressed yet... @_@;; couldn't agree more. hellbats, widow mines, speedivacs are all extremely difficult to engage if a terran is on top of his game. they're just so cost efficient. if roaches weren't so bad vs bio, or vs drop play, i could see it equalizing. as it is though...it's just super fucking apm intensive to deal with all the shenaniganry. ZvP late game is also tough. I've been playing a lot on the KR server and properly controlled airtoss into templar/colossus is just unreal. you have to just take the whole map as zerg and hope your cost-inefficient trades buy you enough time before toss is on top of your production. the game isn't totally out of whack, but i still feel like it's hard for zerg right now. like..did anyone see soulkey vs flash? soulkey played extremely well and just got shat on by near-perfect terran play. edit: though these changes seem to be start, especially for zvz. also, wtf oracle? | ||
Torte de Lini
Germany38463 Posts
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Qwyn
United States2778 Posts
On April 23 2013 09:43 archonOOid wrote: If we for one moment put unsolicited fixes to the right and warranted fixes to the left. I would really suggest blizzard to start at the left lifting those cards labeled hellbats. Amen. And right below that, you'd find the suit of mine. | ||
spirates
Sweden148 Posts
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CajunMan
United States823 Posts
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WombaT
Northern Ireland20739 Posts
I like making the Oracles better too. At present they strike me as a gimmicky unit that benefits from hidden tech and proxying, I'd rather have a unit that is more useful even if spotted. | ||
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